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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|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Purse of Unending Coins">><</link>>
<</if>>\
<</if>>\
</div>\
</div>\
<</if>>\
<<if $inventorseye > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Inventor's Eye">><<script>>
Dialog.setup("Inventor's Eye");
Dialog.wiki(Story.get("inventorseye").processText());
Dialog.open();
<</script>>
<</link>></span><<if $amulet == "Inventor's Eye">> (equipped)<</if>>: $inventorseye
</div>\
<div class="column middle">\
<<if $amulet == "Inventor's Eye">>\
<<if $incombat>>\
<<link [[Unequip|$return]]>><<unequipamulet>><</link>>\
<<else>>\
<<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\
<</if>>\
<<else>>\
<<if $incombat>>\
<<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Inventor's Eye">><</link>>\
<<else>>\
<<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Inventor's Eye">><</link>>
<</if>>\
<</if>>\
</div>\
</div>\
<</if>>\
[[CONSUMABLES|Inventory]]<span id = "tab">[[WEAPONS|InventoryWeapons]]</span><span id = "tab">[[ARMOUR|InventoryArmour]]</span><span id = "tab">[[RINGS & AMULETS|InventoryTrinkets]]</span><span id = "tab"><span class = "heading">OTHER ITEMS</span></span>
[[Close Inventory|$return][$initiative to true]]
<<if $objective == "treasure">>\
<span class = "heading"><h3>KEY ITEMS</h3></span>
<<if $dungeonmapowned>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Captain Bones' map piece">><<script>>
Dialog.setup("Captain Bones' map piece");
Dialog.wiki(Story.get("bonesmappiece").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $flynnmapowned>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Captain Flynn's map piece">><<script>>
Dialog.setup("Captain Flynn's map piece");
Dialog.wiki(Story.get("flynnmappiece").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $minemapowned>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Captain Mudd's map piece">><<script>>
Dialog.setup("Captain Mudd's map piece");
Dialog.wiki(Story.get("muddmappiece").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $academymapowned>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Captain Rose's map piece">><<set $fold to true>><<script>>
state.display(state.active.title, null, "back")
Dialog.setup("Captain Rose's map piece");
Dialog.wiki(Story.get("rosemappiece").processText());
Dialog.open();
<</script>>
<</link>></span></div><div class="column middle"><<if $fold && $rosepuzzlesolved != true && $incombat != true>><<if $rosepassage>>[[Fold the map piece|rosepuzzlesolve]]<<else>>[[Fold the map piece|foldfail]]<</if>><</if>>
</div>\
</div>\
<</if>>\
<<if $mappiecesowned == 4 && $incombat != true>>\
<div class="row">\
<div class="column left">\
<<link "Put the four map pieces side by side">><<set $fold to true>><<script>>
state.display(state.active.title, null, "back")
Dialog.setup("The Four Captains' Treasure Map");
Dialog.wiki(Story.get("fourcaptainsmap").processText());
Dialog.open();
<</script>>
<</link>>
</div>\
</div>\
<</if>>\
<<elseif $objective == "weather">>\
<span class = "heading"><h3>KEY ITEMS</h3></span>
<<if $brokencompass == 1>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Broken magic compass">><<script>>
Dialog.setup("Broken magic compass");
Dialog.wiki(Story.get("brokencompass").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $magiccompass == 1>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Magic compass">><<script>>
Dialog.setup("Magic compass");
Dialog.wiki(Story.get("magiccompass").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $notesonheavenlyspire == 1>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Notes on Heavenly Spire">><<script>>
Dialog.setup("Notes on Heavenly Spire");
Dialog.wiki(Story.get("notesonheavenlyspire").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $enchantedvial > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Empty enchanted vial">><<script>>
Dialog.setup("Empty enchanted vial");
Dialog.wiki(Story.get("enchantedvial").processText());
Dialog.open();
<</script>>
<</link>></span>: $enchantedvial
</div>\
</div>\
<</if>>\
<<if $vialfire > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Vial of magic fire">><<script>>
Dialog.setup("Vial of magic fire");
Dialog.wiki(Story.get("vialfire").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $vialmist > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Vial of magic mist">><<script>>
Dialog.setup("Vial of magic mist");
Dialog.wiki(Story.get("vialmist").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $vialsnow > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Vial of magic snow">><<script>>
Dialog.setup("Vial of magic snow");
Dialog.wiki(Story.get("vialsnow").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<elseif $objective == "queen">>\
<span class = "heading"><h3>KEY ITEMS</h3></span>
<<if $livewater > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Vial of Live Water">><<script>>
Dialog.setup("Vial of Live Water");
Dialog.wiki(Story.get("livewater").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $elixiroflife > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Elixir of Life">><<script>>
Dialog.setup("Elixir of Life");
Dialog.wiki(Story.get("elixiroflife").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $queensmedallion > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Queen's Medallion">><<script>>
Dialog.setup("Queen's Medallion");
Dialog.wiki(Story.get("queensmedallion").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $queensharp > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Queen's Harp">><<script>>
Dialog.setup("Queen's Harp");
Dialog.wiki(Story.get("queensharp").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $queenscrown > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Queen's Crown">><<script>>
Dialog.setup("Queen's Crown");
Dialog.wiki(Story.get("queenscrown").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $queensring > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Queen's Ring">><<script>>
Dialog.setup("Queen's Ring");
Dialog.wiki(Story.get("queensring").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<</if>>\
<span class = "heading"><h3>TOOLS</h3></span>
<<if $lantern > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Lantern">><<script>>
Dialog.setup("Lantern");
Dialog.wiki(Story.get("lantern").processText());
Dialog.open();
<</script>>
<</link>></span>: $lantern
</div>\
</div>\
<</if>>\
<<if $miningtools > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Mining tools">><<script>>
Dialog.setup("Mining tools");
Dialog.wiki(Story.get("miningtools").processText());
Dialog.open();
<</script>>
<</link>></span>: $miningtools
</div>\
</div>\
<</if>>\
<span class = "heading"><h3>GEMSTONES</h3></span>
<<if $diamond > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Diamond">><<script>>
Dialog.setup("Diamond");
Dialog.wiki(Story.get("diamond").processText());
Dialog.open();
<</script>>
<</link>></span>: $diamond
</div>\
</div>\
<</if>>\
<<if $emerald > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Emerald">><<script>>
Dialog.setup("Emerald");
Dialog.wiki(Story.get("emerald").processText());
Dialog.open();
<</script>>
<</link>></span>: $emerald
</div>\
</div>\
<</if>>\
<<if $ruby > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Ruby">><<script>>
Dialog.setup("Ruby");
Dialog.wiki(Story.get("ruby").processText());
Dialog.open();
<</script>>
<</link>></span>: $ruby
</div>\
</div>\
<</if>>\
<<if $sapphire > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Sapphire">><<script>>
Dialog.setup("Sapphire");
Dialog.wiki(Story.get("sapphire").processText());
Dialog.open();
<</script>>
<</link>></span>: $sapphire
</div>\
</div>\
<</if>>\
<span class = "heading"><h3>TRADE RESOURCES</h3></span>
<<if $foodsupplies > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Food supplies">><<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span>: $foodsupplies
</div>\
</div>\
<</if>>\
<<if $craftingmaterials > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Crafting materials">><<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span>: $craftingmaterials
</div>\
</div>\
<</if>>\
<<if $luxuryitems > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Luxury items">><<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span>: $luxuryitems
</div>\
</div>\
<</if>>\
<span class = "heading"><h3>MISCELLANEOUS</h3></span>
<<if $golemscore > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Golem's core">><<script>>
Dialog.setup("Golem's core");
Dialog.wiki(Story.get("golemscore").processText());
Dialog.open();
<</script>>
<</link>></span>: $golemscore
</div>\
</div>\
<</if>>\
<<if $soulshard > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Soul shard">><<script>>
Dialog.setup("Soul shard");
Dialog.wiki(Story.get("soulshard").processText());
Dialog.open();
<</script>>
<</link>></span>: $soulshard
</div>\
</div>\
<</if>>\
<<if $wyvernteeth > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Wyvern teeth">><<script>>
Dialog.setup("Wyvern teeth");
Dialog.wiki(Story.get("wyvernteeth").processText());
Dialog.open();
<</script>>
<</link>></span>: $wyvernteeth
</div>\
</div>\
<</if>>\
<<if $crystalfang > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Crystal fang">><<script>>
Dialog.setup("Crystal fang");
Dialog.wiki(Story.get("crystalfang").processText());
Dialog.open();
<</script>>
<</link>></span>: $crystalfang
</div>\
</div>\
<</if>>\
<<if $obsidianheart > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Obsidian heart">><<script>>
Dialog.setup("Obsidian heart");
Dialog.wiki(Story.get("obsidianheart").processText());
Dialog.open();
<</script>>
<</link>></span>: $obsidianheart
</div>\
</div>\
<</if>>\
<<if $rainbowfeather > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rainbow feather">><<script>>
Dialog.setup("Rainbow feather");
Dialog.wiki(Story.get("rainbowfeather").processText());
Dialog.open();
<</script>>
<</link>></span>: $rainbowfeather
</div>\
</div>\
<</if>>\
<<if $shinypebble > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Shiny pebble">><<script>>
Dialog.setup("Shiny pebble");
Dialog.wiki(Story.get("shinypebble").processText());
Dialog.open();
<</script>>
<</link>></span>: $shinypebble
</div>\
</div>\
<</if>>\
<<if $huntersbadge > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Hunter's badge">><<script>>
Dialog.setup("Hunter's badge");
Dialog.wiki(Story.get("huntersbadge").processText());
Dialog.open();
<</script>>
<</link>></span>: $huntersbadge
</div>\
</div>\
<</if>>\
<<if $scholarsnotes > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Scholar's notes">><<script>>
Dialog.setup("Scholar's notes");
Dialog.wiki(Story.get("scholarsnotes").processText());
Dialog.open();
<</script>>
<</link>></span>: $scholarsnotes
</div>\
</div>\
<</if>>\
<<if $beautifulcarafe > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful carafe">><<script>>
Dialog.setup("Beautiful carafe");
Dialog.wiki(Story.get("beautifulcarafe").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulcarafe
</div>\
</div>\
<</if>>\
<<if $beautifulchalice > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful chalice">><<script>>
Dialog.setup("Beautiful chalice");
Dialog.wiki(Story.get("beautifulchalice").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulchalice
</div>\
</div>\
<</if>>\
<<if $beautifulcrystal > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful crystal">><<script>>
Dialog.setup("Beautiful crystal");
Dialog.wiki(Story.get("beautifulcrystal").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulcrystal
</div>\
</div>\
<</if>>\
<<if $beautifullocket > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful locket">><<script>>
Dialog.setup("Beautiful locket");
Dialog.wiki(Story.get("beautifullocket").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifullocket
</div>\
</div>\
<</if>>\
<<if $beautifulstatuette > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful statuette">><<script>>
Dialog.setup("Beautiful statuette");
Dialog.wiki(Story.get("beautifulstatuette").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulstatuette
</div>\
</div>\
<</if>>\
<<if $beautifulvial > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful vial">><<script>>
Dialog.setup("Beautiful vial");
Dialog.wiki(Story.get("beautifulvial").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulvial
</div>\
</div>\
<</if>>\
<<if $rareconch > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare conch">><<script>>
Dialog.setup("Rare conch");
Dialog.wiki(Story.get("rareconch").processText());
Dialog.open();
<</script>>
<</link>></span>: $rareconch
</div>\
</div>\
<</if>>\
<<if $rarefossil > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare fossil">><<script>>
Dialog.setup("Rare fossil");
Dialog.wiki(Story.get("rarefossil").processText());
Dialog.open();
<</script>>
<</link>></span>: $rarefossil
</div>\
</div>\
<</if>>\
<<if $rarerum > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare rum">><<script>>
Dialog.setup("Rare rum");
Dialog.wiki(Story.get("rarerum").processText());
Dialog.open();
<</script>>
<</link>></span>: $rarerum
</div>\
</div>\
<</if>>\
<<if $rareskull > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare skull">><<script>>
Dialog.setup("Rare skull");
Dialog.wiki(Story.get("rareskull").processText());
Dialog.open();
<</script>>
<</link>></span>: $rareskull
</div>\
</div>\
<</if>>\
<<if $rarevintagewine > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare vintage wine">><<script>>
Dialog.setup("Rare vintage wine");
Dialog.wiki(Story.get("rarevintagewine").processText());
Dialog.open();
<</script>>
<</link>></span>: $rarevintagewine
</div>\
</div>\
<</if>>\
<<if $monkey > 0>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Monkey">><<script>>
Dialog.setup("Monkey");
Dialog.wiki(Story.get("monkey").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>\
<<if $shrinkscroll > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Shrink scroll">><<script>>
Dialog.setup("Shrink scroll");
Dialog.wiki(Story.get("shrinkscroll").processText());
Dialog.open();
<</script>>
<</link>></span>: $shrinkscroll
</div>\
<div class="column middle">\
<<if $incombat != true && $shrink != true && $magic >=1>><<link [[Learn the spell|learnshrink]]>><</link>><</if>>\
</div>\
</div>\
<</if>>\
This magic ring makes avoiding enemy attacks easier.
Grants a +1 defence bonus.
<a class="link-internal ui-close">Close</a>This magic ring makes avoiding enemy attacks much easier.
Grants a +2 defence bonus.
<a class="link-internal ui-close">Close</a>This magic ring makes resisting enemy spells easier.
Grants a +1 magic defence bonus.
<a class="link-internal ui-close">Close</a>This magic ring makes resisting enemy spells much easier.
Grants a +2 magic defence bonus.
<a class="link-internal ui-close">Close</a>This magic ring grants its user fire resistance, reducing fire
damage taken by 1/2 and preventing the "Burned" status effect.
<a class="link-internal ui-close">Close</a>This magic ring grants its user lightning resistance,
reducing lightning damage taken by 1/2.
<a class="link-internal ui-close">Close</a>This magic ring grants its user immunity to
all forms of poison.
<a class="link-internal ui-close">Close</a>This magic ring grants its user a 50% resistance to stun.
<a class="link-internal ui-close">Close</a>This magic ring grants its user immunity to weakening.
<a class="link-internal ui-close">Close</a>This ring holds the legendary Dragon King's Gem, which grants
its user fire, lightning and stun resistance, a +1 defence bonus
and a +1 magic defence bonus. Bonuses from the Dragon King's Ring
are active in dragon form as well.
<a class="link-internal ui-close">Close</a><i>This heavy suit of armour was shaped to resemble an
iron golem and imbued with powerful earth magic.</i>
In addition to 5 points of damage reduction,
it grants its wearer complete immunity to stun.
<a class="link-internal ui-close">Close</a>A magic amulet that increases its wearer's accuracy.
Grants a +1 attack bonus.
<a class="link-internal ui-close">Close</a>A magic amulet that greatly increases its wearer's accuracy.
Grants a +2 attack bonus.
<a class="link-internal ui-close">Close</a>A magic amulet that makes the wearer's spells harder to resist.
Grants a +1 magic attack bonus.
<a class="link-internal ui-close">Close</a>A magic amulet that makes the wearer's spells much harder to resist.
Grants a +2 magic attack bonus.
<a class="link-internal ui-close">Close</a>A magic charm which increases
its wearer's max. HP by 15.
<a class="link-internal ui-close">Close</a>A magic charm which increases
its wearer's max. HP by 30.
<a class="link-internal ui-close">Close</a>A magic amulet which makes piercing through enemy armour easier.
The wearer's physical attacks ignore 1 point of enemy damage reduction.
<a class="link-internal ui-close">Close</a>A magic charm which increases
its wearer's max. MP by 10.
<a class="link-internal ui-close">Close</a>A magic charm which increases
its wearer's max. MP by 20.
<a class="link-internal ui-close">Close</a><<set $incombat to false>>\
You've convinced $enemy.name to stop fighting!
<span class = "gold">You gained <<print Math.round($enemy.exp/2)>> EXP.</span>
<<silently>><<if $avatarpower>><<endavataraftercombat>><</if>><<increasedefeatedcount>>
<<unset $enemy>><<cancelstatuseffects>><<unsetcombatvariables>><</silently>>
<<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><</link>><<else>><<link "Continue" $winroom>><</link>><</if>><<set $incombat to false>>\
You've scared $enemy.name away!
<span class = "gold">You gained <<print Math.round($enemy.exp/2)>> EXP.</span>
<<silently>><<if $avatarpower>><<endavataraftercombat>><</if>><<increasedefeatedcount>>
<<unset $enemy>><<cancelstatuseffects>><<unsetcombatvariables>><</silently>>
<<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><</link>><<else>><<link "Continue" $winroom>><</link>><</if>>
<<widget "lootdrop">>
<<cashdrop>>
<<if $enemy.name == "the dummy">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 90>>
<<set $potionsmallhealth += 1>>
<<set $lootdrop1message to "You found a small health potion!">>
<<elseif _drop1roll >= 50>>
<<set $potionmediumhealth += 1>>
<<set $lootdrop1message to "You found a health potion!">>
<<else>>
<<set $lootdrop1message to "">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the goblin">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 70>>
<<set $potionsmallhealth += 1>>
<<set $lootdrop1message to "You found a small health potion!">>
<<else>>
<<set $lootdrop1message to "">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the bandit" || $enemy.name == "the bandit hunter">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $bottledexplosion += 1>>
<<set $lootdrop1message to "You found a vial of Bottled Explosion!">>
<<elseif _drop1roll >= 80>>
<<set $bottledmist += 1>>
<<set $lootdrop1message to "You found a vial of Bottled Mist!">>
<<elseif _drop1roll >= 40>>
<<set $potionmediumhealth += 1>>
<<set $lootdrop1message to "You found a health potion!">>
<<else>>
<<set $potionsmallhealth += 1>>
<<set $lootdrop1message to "You found a small health potion!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the bandit brute">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $trollscharm += 1>>
<<set $lootdrop1message to "You found a Troll's Charm!">>
<<elseif _drop1roll >= 70>>
<<set $potionbighealth += 1>>
<<set $lootdrop1message to "You found a potent health potion!">>
<<elseif _drop1roll >= 40>>
<<set $potionmediumhealth += 2>>
<<set $lootdrop1message to "You found two health potions!">>
<<else>>
<<set $potionmediumhealth += 1>>
<<set $lootdrop1message to "You found a health potion!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the goblin shaman">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 75>>
<<set $potionsmallmagic += 1>>
<<set $lootdrop1message to "You found a small magic potion!">>
<<elseif _drop1roll >= 50>>
<<set $potionsmallhealth += 1>>
<<set $lootdrop1message to "You found a small health potion!">>
<<else>>
<<set $lootdrop1message to "">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the goblin hero">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $eagleeyeamulet += 1>>
<<set $lootdrop1message to "You found an Eagle-Eye Amulet!">>
<<elseif _drop1roll >= 50>>
<<set $potionbighealth += 1>>
<<set $lootdrop1message to "You found a potent health potion!">>
<<else>>
<<set $potionmediumhealth += 2>>
<<set $lootdrop1message to "You found two health potions!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the necromancer">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $sorcerersamulet += 1>>
<<set $lootdrop1message to "You found a Sorcerer's Amulet!">>
<<elseif _drop1roll >= 80>>
<<set $potionbigmagic += 1>>
<<set $lootdrop1message to "You found a potent magic potion!">>
<<elseif _drop1roll >= 50>>
<<set $potionmediummagic += 2>>
<<set $lootdrop1message to "You found two magic potions!">>
<<else>>
<<set $potionmediummagic += 2>>
<<set $lootdrop1message to "You found a magic potion!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the renegade mage">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $witchhuntersring += 1>>
<<set $lootdrop1message to "You found a Witch Hunter's Ring!">>
<<elseif _drop1roll >= 80>>
<<set $potionbigmagic += 1>>
<<set $lootdrop1message to "You found a potent magic potion!">>
<<elseif _drop1roll >= 50>>
<<set $potionmediummagic += 2>>
<<set $lootdrop1message to "You found two magic potions!">>
<<else>>
<<set $potionmediummagic += 1>>
<<set $lootdrop1message to "You found a magic potion!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the dragon">>
<<set $dragonpearl += 1>>
<<set $lootdrop1message to "You remove a beautiful pearl from the dead beast's forehead.<br><br>Dragon pearl received!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the red gemstone scarab">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 75>>
<<set $ruby += 1>>
<<set $lootdrop1message to "You recover a big ruby which was used to animate the scarab!">>
<<else>>
<<set $lootdrop1message to "Unfortunately, the ruby animating the scarab turned into dust when the construct was destroyed.">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the blue gemstone scarab">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 75>>
<<set $sapphire += 1>>
<<set $lootdrop1message to "You recover a big sapphire which was used to animate the scarab!">>
<<else>>
<<set $lootdrop1message to "Unfortunately, the sapphire animating the scarab turned into dust when the construct was destroyed.">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "stalac-teeth">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set _gemroll to random(1,2)>><<if _gemroll == 1>><<set $sapphire += 1>>
<<set $lootdrop1message to "In the remains of the stalac-teeth you find a shiny sapphire!">>
<<else>><<set $emerald += 1>>
<<set $lootdrop1message to "In the remains of the stalac-teeth you find a shiny emerald!">>
<</if>>
<<else>>
<<set $lootdrop1message to "">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the armour golem">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $bulwarkring += 1>>
<<set $lootdrop1message to "Among the remains of the armour golem you find a Bulwark Ring!">>
<<elseif _drop1roll >= 85>>
<<set $trollscharm += 1>>
<<set $lootdrop1message to "Among the remains of the armour golem you find a Troll's Charm!">>
<<else>>
<<set $lootdrop1message to "">>
<</if>>
<<set _drop2roll to random(1,100)>>
<<set _drop2roll += (($fortune + $shinypebble) * 5)>>
<<if _drop2roll >= 85>>
<<set $golemscore += 1>>
<<set $lootdrop2message to "You recover a shiny metal shard which used to bind the golem's soul to its body.<br><br>Golem's Core received!">>
<<else>>
<<set $lootdrop2message to "">>
<</if>>
<<elseif $enemy.name == "the harpy">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 75>>
<<set $bottledexplosion += 1>>
<<set $lootdrop1message to "You found a vial of Bottled Explosion!">>
<<elseif _drop1roll >= 30>>
<<set $bottledmist += 1>>
<<set $lootdrop1message to "You found a vial of Bottled Mist!">>
<<else>>
<<set $lootdrop1message to "">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the assassin">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $slayersamulet += 1>>
<<set $lootdrop1message to "You found a Slayer's Amulet!">>
<<elseif _drop1roll >= 80>>
<<set $potionultimatehealth += 1>>
<<set $lootdrop1message to "You found a grand health potion!">>
<<elseif _drop1roll >= 50>>
<<set $potionbighealth += 1>>
<<set $lootdrop1message to "You found a potent health potion!">>
<<else>>
<<set $potionmediumhealth += 1>>
<<set $lootdrop1message to "You found a health potion!">>
<</if>>
<<set $bottledmist += 1>>
<<set $lootdrop2message to "You found a vial of Bottled Mist!">>
<<elseif $enemy.name == "the soulless husk">>
<<set $soulshard += 1>>
<<set $lootdrop1message to "In the heap of dust the husk has turned to you find a small, beautiful shard.<br><br>Soul shard received!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the wyvern">>
<<set $wyvernteeth += 1>>
<<set $lootdrop1message to "You remove the dead monster's sharp fangs, as you know they're valuable.<br><br>Wyvern teeth received!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the magman">>
<<set $obsidianheart += 1>>
<<set $lootdrop1message to "Among the scattered remains of the magman you find a beautiful, large piece of obsidian with white crystal intrusions.<br><br>Obsidian heart received!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the sand fiend">>
<<set $crystalfang += 1>>
<<set $lootdrop1message to "You discover one of the monster's crystal teeth buried in the sand. It's as long as your forearm and very heavy.<br><br>Crystal fang received!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the feathered serpent">>
<<set $rainbowfeather += 1>>
<<set $lootdrop1message to "You remove a long feather from the tip of the dead serpent's tail.<br><br>Rainbow feather received!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the lich">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 60>>
<<set $potionultimatemagic += 1>>
<<set $lootdrop1message to "You found a grand magic potion!">>
<<else>>
<<set $potionbigmagic += 2>>
<<set $lootdrop1message to "You found 2 potent magic potions!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "Arch-lich">>
<<set $potionultimatemagic += 2>>
<<set $lootdrop1message to "You found 2 grand magic potions!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the fallen knight">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $trollscharm += 1>>
<<set $lootdrop1message to "You found a Troll's Charm!">>
<<elseif _drop1roll >= 80>>
<<set $potionultimatehealth += 1>>
<<set $lootdrop1message to "You found a grand health potion!">>
<<elseif _drop1roll >= 40>>
<<set $blessedointment += 2>>
<<set $lootdrop1message to "You found 2 vials of Blessed Ointment!">>
<<else>>
<<set $potionbighealth += 1>>
<<set $lootdrop1message to "You found a potent health potion!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the giant">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $eagleeyeamulet += 1>>
<<set $lootdrop1message to "In the giant's bag you find an Eagle-Eye Amulet!">>
<<elseif _drop1roll >= 85>>
<<set $potionultimatehealth += 1>>
<<set $lootdrop1message to "In the giant's bag you find a grand health potion!">>
<<elseif _drop1roll >= 75>>
<<set $luxuryitems += 1>>
<<set $lootdrop1message to "In the giant's bag you find <<print setup.luxury.random()>> (a luxury item)!">>
<<elseif _drop1roll >= 55>>
<<set $craftingmaterials += 1>>
<<set $lootdrop1message to "In the giant's bag you find <<print setup.crafting.random()>> (crafting materials)!">>
<<else>>
<<set $potionbighealth += 1>>
<<set $lootdrop1message to "In the giant's bag you find a potent health potion!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the elementalist">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 95>>
<<set $focuscharm += 1>>
<<set $lootdrop1message to "You found a Focus Charm!">>
<<elseif _drop1roll >= 90>>
<<set $potionultimatemagic += 1>>
<<set $lootdrop1message to "You found a grand magic potion!">>
<<elseif _drop1roll >= 80>>
<<set $potionbigmagic += 2>>
<<set $lootdrop1message to "You found 2 potent magic potions!">>
<<elseif _drop1roll >= 50>>
<<set $potionbigmagic += 1>>
<<set $lootdrop1message to "You found a potent magic potion!">>
<<else>>
<<set $potionmediummagic += 2>>
<<set $lootdrop1message to "You found 2 magic potions!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the mageling">>
<<set _drop1roll to random(1,100)>>
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>
<<if _drop1roll >= 90>>
<<set $potionultimatemagic += 1>>
<<set $lootdrop1message to "You found a grand magic potion!">>
<<elseif _drop1roll >= 80>>
<<set $potionbigmagic += 2>>
<<set $lootdrop1message to "You found 2 potent magic potions!">>
<<elseif _drop1roll >= 50>>
<<set $potionbigmagic += 1>>
<<set $lootdrop1message to "You found a potent magic potion!">>
<<else>>
<<set $potionmediummagic += 2>>
<<set $lootdrop1message to "You found 2 magic potions!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the Huntmaster">>
<<set $autocrossbowowned += 1>>
<<set $lootdrop1message to "You take the Huntmaster's Auto-Crossbow!">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "Guardian of Runes">>
<<set $titansvest += 1>>
<<set $lootdrop1message to "The Guardian stands up and smiles at you.<br><br>\"You have proven your worth as a warrior, human. This treasure of the Titans belongs to you now. Use it well.\"<br><br>He hands you a Titan-sized gilded vest covered with runic symbols.<br><br>\"Oh – but I think I have to... adjust it to your size\", he realises. He utters a few words in a language you don't recognise and the vest shrinks down. It will fit you perfectly now.<br><br>Titan's Vest received!<br><br>\"Farewell, bold warrior!\" says the Guardian of Runes and disappears.">>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the troll" || $enemy.name == "the troll berserker">>
<<set _droproll to random (1,3)>>
<<if _droproll == 1>>
<<set $foodsupplies +=1>>
<<set $lootdrop1message to "In the troll's bag you find <<print setup.food.random()>> (food supplies)!">>
<<elseif _droproll == 2>>
<<set $luxuryitems += 1>>
<<set $lootdrop1message to "In the troll's bag you find <<print setup.luxury.random()>> (a luxury item)!">>
<<else>>
<<set $craftingmaterials += 1>>
<<set $lootdrop1message to "In the troll's bag you find <<print setup.crafting.random()>> (crafting materials)!">>
<</if>>
<<set $lootdrop2message to "">>
<<elseif $enemy.name == "the crystal hound">>
<<set $golemscore += 1>>
<<set $lootdrop1message to "You recover a shiny metal shard which used to bind the hound's soul to its crystal body.<br><br>Golem's Core received!">>
<<set $lootdrop2message to "">>
<<else>>
<<set $lootdrop1message to "">>
<<set $lootdrop2message to "">>
<</if>>
<</widget>>
<<widget "cashdrop">>
<<set $silvergained to $enemy.silver>>
<<if ($fortune + $shinypebble) == 1>>
<<set $silvergained to Math.round($silvergained * 1.1)>>
<<elseif ($fortune + $shinypebble) == 2>>
<<set $silvergained to Math.round($silvergained * 1.2)>>
<<elseif ($fortune + $shinypebble) == 3>>
<<set $silvergained to Math.round($silvergained * 1.3)>>
<<elseif ($fortune + $shinypebble) == 4>>
<<set $silvergained to Math.round($silvergained * 1.4)>>
<<elseif ($fortune + $shinypebble) == 5>>
<<set $silvergained to Math.round($silvergained * 1.5)>>
<<elseif ($fortune + $shinypebble) == 6>>
<<set $silvergained to Math.round($silvergained * 1.6)>>
<</if>>
<<set $silver += $silvergained>>
<</widget>><<set $incombat to false>>\
<span class = "gold">You gained $enemy.exp EXP.</span>
<<if $silvergained > 0>>\
<span class = "gold">You gained $silvergained silver.</span><</if>>
<<if $lootdrop1message != "">>\
<span class = "gold">$lootdrop1message</span>
<</if>>\
<<if $lootdrop2message != "">>\
<span class = "gold">$lootdrop2message</span>
<</if>>\
<<silently>><<if $avatarpower>><<endavataraftercombat>><</if>>
<<increasedefeatedcount>><<unset $enemy>><<unsetcombatvariables>><<unsetlootdrop>><</silently>>
<<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><</link>><<else>><<link "Continue" $winroom>><</link>><</if>>A potent healing potion. Immediately
restores your HP by 50 points.
<a class="link-internal ui-close">Close</a>A potent mystical potion. Immediately
restores your MP by 50 points.
<a class="link-internal ui-close">Close</a>The strongest healing potion that exists.
Fully restores HP.
<a class="link-internal ui-close">Close</a>The strongest mystical potion that exists.
Fully restores MP.
<a class="link-internal ui-close">Close</a>When equipped, swapping weapons in combat
doesn't cost you a turn.
<a class="link-internal ui-close">Close</a><<set $incombat to false>>\
You've bribed $enemy.name to stop fighting!
<span class = "gold">You gained <<print Math.round($enemy.exp/2)>> EXP.</span>
<<if $amulet == "Purse of Unending Coins" && $purseuses == 0>><<silently>><<unequipamulet>><<set $purseofunendingcoins -= 1>><<unset $purseuses>><</silently>>\
The magic of the Purse of Unending Coins wears out. The Purse breaks!
<</if>>\
<<silently>><<if $avatarpower>><<endavataraftercombat>><</if>><<increasedefeatedcount>>
<<unset $enemy>><<cancelstatuseffects>><<unsetcombatvariables>><</silently>>
<<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><</link>><<else>><<link "Continue" $winroom>><</link>><</if>><<set $incombat to false>>\
<span class = "gold">You've tamed $enemy.name!</span>
<<if $ally.name != "none">>
You can only have 1 ally at a time. Do you want to replace your current ally with the tamed beast?<<if $ally.type != "beast">> (You can rehire them later.)<</if>>
[[Yes|tamereplace]]
[[No|tamenoreplace]]
<<else>>
<<silently>><<tamesucces>><</silently>><<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><</link>><<else>><<link "Continue" $winroom>><</link>><</if>>
<</if>><<widget "setupallies">>
<<set $ally to {
type:"",
name:"",
namecapitalised:"",
nameshort:"",
hasreach:false,
attackbonus:0,
specialattackbonus:0,
maxcooldown:0,
mincooldown:0,
mindamage:0,
maxdamage:0,
minpowerdamage:0,
maxpowerdamage:0,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"",
basicattackeffect:"",
specialdamagetype:"",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:[],
attacknormalmessage:[],
attackflyingmessage:[],
specialattackmessage:"",
specialattack2message:"",
unhiremessage:"",
chat:"",
}>>
<<set $allynone to {
type:"",
name:"none",
namecapitalised:"None",
nameshort:"none",
hasreach:false,
attackbonus:0,
specialattackbonus:0,
maxcooldown:0,
mincooldown:0,
mindamage:0,
maxdamage:0,
minpowerdamage:0,
maxpowerdamage:0,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"",
basicattackeffect:"",
specialdamagetype:"",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:[],
attacknormalmessage:[],
attackflyingmessage:[],
specialattackmessage:"",
specialattack2message:"",
unhiremessage:"",
chat:"",
}>>
<<set setup.allydummy to {
type:"beast",
name:"the tamed dummy",
namecapitalised:"The tamed dummy",
nameshort:"tamed dummy",
hasreach:false,
attackbonus:0,
specialattackbonus:0,
maxcooldown:4,
mincooldown:4,
mindamage:6,
maxdamage:6,
minpowerdamage:15,
maxpowerdamage:15,
minpowerdamage2:10,
maxpowerdamage2:10,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:true,
special2burn:true,
special2stun:false,
special2weaken:true,
special2fortify:true,
poisonduration:4,
burnduration:4,
stunduration:1,
weakenduration:4,
fortifyduration:4,
minburndamage:1,
maxburndamage:3,
poisondamage:3,
attackallmessages:["The tamed dummy punches $enemy.name", "The tamed dummy throws a stick at $enemy.name"],
attacknormalmessage:["The tamed dummy punches $enemy.name"],
attackflyingmessage:["The tamed dummy throws a stick at $enemy.name"],
specialattackmessage:"The tamed dummy charges at $enemy.name",
specialattack2message:"The tamed dummy dropkicks $enemy.name",
unhiremessage:"",
chat:"",
}>>
<<allygiantrat>>
<<allyflickerbeetle>>
<<allydarkwolf>>
<<allygravescorpion>>
<<allybloodboar>>
<<allyrazorbeak>>
<<allyphantomspider>>
<<allygiantserpent>>
<<allyrockcrab>>
<<allysnowlion>>
<<allygianteagle>>
<<allystoneeel>>
<<allyfeatheredserpent>>
<<allygriffin>>
<<allyfireserpent>>
<<allywyvern>>
<<devon>>
<<rose>>
<<cassia>>
<<oric>>
<<jarec>>
<<hilde>>
<<myra>>
<<magnus>>
<<demonservantally>>
<<hjafnir>>
<<set setup.mercenariesweak to [setup.jarec, setup.hilde]>>
<<set $mercenaryweak to setup.mercenariesweak.random()>>
<<set setup.mercenariesstrong to [setup.myra, setup.magnus]>>
<<set $mercenarystrong to setup.mercenariesstrong.random()>>
<<set setup.followersweak to [setup.devon, setup.rose]>>
<<set $followerweak to setup.followersweak.random()>>
<<set setup.followersstrong to [setup.cassia, setup.oric]>>
<<set $followerstrong to setup.followersstrong.random()>>
<</widget>><<widget "allyaction">>
<<if $ally.type == "beast">><<set $allycharges -= 1>><</if>>
<<if $ally.type == "beast" && $allycharges == 0>><<set $allyleavemessage to "$ally.namecapitalised leaves you and returns to the wild.">><</if>>
<<set $initiative to false>>
<<if $allycooldown == 0 && $allyspecial == 1>>
<<set $allyspecial to 2>>
<<allyspecial>>
<<elseif $allycooldown == 0 && $allyspecial == 2>>
<<set $allyspecial to 1>>
<<allyspecial2>>
<<else>>
<<allyattack>>
<</if>>
<</widget>>
<<widget "allyattack">>
<<if $ally.type != "healer">><<set $allycooldown -= 1>><</if>>
<<set _roll to random(1,10)>><<set _roll += $ally.attackbonus>>
<<if $ally.normalattackisspell == false && _roll >= $enemy.defense || $ally.normalattackisspell == true && _roll >= $enemy.magicdefense>>
<<if $ally.damagetype == "physical" && $enemy.physicalimmunity || $ally.damagetype == "magic" && $enemy.magicimmunity || $ally.damagetype == "fire" && $enemy.magicimmunity || $ally.damagetype == "lightning" && $enemy.magicimmunity>>
<<if $enemy.flying>><<set $playermessage to "<<print $ally.attackflyingmessage.random()>>, but $ally.damagetype attacks do nothing to the enemy! <<print $allyleavemessage>>">><<else>><<set $playermessage to "<<print $ally.attackallmessages.random()>>, but $ally.damagetype attacks do nothing to the enemy! <<print $allyleavemessage>>">><</if>>
<<else>>
<<allydamage>><<set $enemyhp -= $allydamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>>
<<allybasicattackeffect>>
<<if $enemy.flying>><<set $playermessage to "<<print $ally.attackflyingmessage.random()>>, <<if $allydamage == 0>>$enemy.nulldamagemessage<<else>>dealing $allydamage damage<</if>>. <<print $allyleavemessage>>">><<else>><<set $playermessage to "<<print $ally.attackallmessages.random()>>, <<if $allydamage == 0>>$enemy.nulldamagemessage<<else>>dealing $allydamage damage<</if>>. <<print $allyleavemessage>>">><</if>>
<</if>>
<<else>>
<<if $enemy.flying>><<set $playermessage to "<<print $ally.attackflyingmessage.random()>>, but misses. <<print $allyleavemessage>>">><<else>><<set $playermessage to "<<print $ally.attackallmessages.random()>>, but <<if $ally.normalattackisspell>>the enemy resists.<<else>>misses.<</if>> <<print $allyleavemessage>>">><</if>>
<</if>>
<</widget>>
<<widget "allydamage">>
<<if $playerfortified>>
<<set $allydamage to $ally.maxdamage>>
<<elseif $playerweakened>>
<<set $allydamage to $ally.mindamage>>
<<else>>
<<set $allydamage to random($ally.mindamage,$ally.maxdamage)>>
<</if>>
<<set $allydamage -= Math.clamp($enemy.dr - $ally.drignore, 0, 999)>>
<<set $allydamage to Math.clamp($allydamage, 0, 999)>>
<<if $ally.damagetype == "fire" && $enemy.fireresistance || $ally.damagetype == "lightning" && $enemy.lightningresistance>>
<<set $allydamage to Math.round($allydamage/2)>>
<</if>>
<</widget>>
<<widget "allypowerdamage">>
<<if $playerfortified>>
<<set $allypowerdamage to $ally.maxpowerdamage>>
<<elseif $playerweakened>>
<<set $allypowerdamage to $ally.minpowerdamage>>
<<else>>
<<set $allypowerdamage to random($ally.minpowerdamage,$ally.maxpowerdamage)>>
<</if>>
<<set $allypowerdamage -= Math.clamp($enemy.dr - $ally.drignore, 0, 999)>>
<<set $allypowerdamage to Math.clamp($allypowerdamage, 0, 999)>>
<<if $ally.specialdamagetype == "fire" && $enemy.fireresistance || $ally.specialdamagetype == "lightning" && $enemy.lightningresistance>>
<<set $allypowerdamage to Math.round($allypowerdamage/2)>>
<</if>>
<</widget>>
<<widget "allypowerdamage2">>
<<if $playerfortified>>
<<set $allypowerdamage to $ally.maxpowerdamage2>>
<<elseif $playerweakened>>
<<set $allypowerdamage to $ally.minpowerdamage2>>
<<else>>
<<set $allypowerdamage to random($ally.minpowerdamage2,$ally.maxpowerdamage2)>>
<</if>>
<<set $allypowerdamage -= Math.clamp($enemy.dr - $ally.drignore, 0, 999)>>
<<set $allypowerdamage to Math.clamp($allypowerdamage, 0, 999)>>
<<if $ally.specialdamage2type == "fire" && $enemy.fireresistance || $ally.specialdamage2type == "lightning" && $enemy.lightningresistance>>
<<set $allypowerdamage to Math.round($allypowerdamage/2)>>
<</if>>
<</widget>>
<<widget "allypoison">>
<<if $enemy.poisonimmunity || $enemy.magicimmunity>>
<<set $allybigattackeffectmessage to "$enemy.namecapitalised resists the poison!">>
<<else>>
<<set $allybigattackeffectmessage to "$enemy.namecapitalised was poisoned!">>
<<set $enemypoisoned to true>>
<<set $enemypoisonedturns to $ally.poisonduration>>
<<set $playerpoisondamage to $ally.poisondamage>>
<</if>>
<</widget>>
<<widget "allyburn">>
<<if $enemy.fireresistance || $enemy.magicimmunity>>
<<set $allybigattackeffectmessage2 to "$enemy.namecapitalised resists the burn!">>
<<else>>
<<set $allybigattackeffectmessage2 to "$enemy.namecapitalised was burned!">>
<<set $enemyburned to true>>
<<set $enemyburnedturns to $ally.burnduration>>
<<set $playerburndamagemin to $ally.minburndamage>>
<<set $playerburndamagemax to $ally.maxburndamage>>
<</if>>
<</widget>>
<<widget "allystun">>
<<set _stunroll to random(1,2)>>
<<if $enemy.stunimmunity || $enemy.physicalimmunity || $enemy.stunresistance && _stunroll == 2>>
<<set $allybigattackeffectmessage3 to "$enemy.namecapitalised resists the stun!">>
<<else>>
<<set $enemystunned to true>><<set $enemystunnedturns to $ally.stunduration>>
<<set $allybigattackeffectmessage3 to "$enemy.namecapitalised was stunned!">>
<</if>>
<</widget>>
<<widget "allyweaken">>
<<if $enemy.weakenimmunity || $enemy.magicimmunity>>
<<set $allybigattackeffectmessage4 to "$enemy.namecapitalised resists the weakening!">>
<<else>>
<<set $enemyfortified to false>><<set $enemyfortifiedturns to 0>>
<<set $enemyweakened to true>><<set $enemyweakenedturns to $ally.weakenduration>>
<<set $allybigattackeffectmessage4 to "$enemy.namecapitalised was weakened!">>
<</if>>
<</widget>>
<<widget "allyfortify">>
<<set $allyweakened to false>><<set $allyweakenedturns to 0>>
<<set $playerfortified to true>><<set $playerfortifiedturns to $ally.fortifyduration>>
<<set $allybigattackeffectmessage5 to "You and $ally.name were fortified!">>
<</widget>>
<<widget "allyspecial">>
<<set $allycooldown to random($ally.mincooldown, $ally.maxcooldown)>>
<<set _roll to random(1,10)>><<set _roll += $ally.specialattackbonus>>
<<if $ally.specialisspell == false && _roll >= $enemy.defense || $ally.specialisspell == true && _roll >= $enemy.magicdefense>>
<<if $ally.specialpoison>><<allypoison>><</if>>
<<if $ally.specialburn>><<allyburn>><</if>>
<<if $ally.specialweaken>><<allyweaken>><</if>>
<<if $ally.specialfortify>><<allyfortify>><</if>>
<<if $ally.specialdamagetype == "physical" && $enemy.physicalimmunity || $ally.specialdamagetype == "magic" && $enemy.magicimmunity || $ally.damagetype == "fire" && $enemy.magicimmunity || $ally.damagetype == "lightning" && $enemy.magicimmunity>>
<<set $playermessage to "<<print $ally.specialattackmessage>>, but $ally.damagetype attacks do nothing to the enemy! <<print $allybigattackeffectmessage>> <<print $allybigattackeffectmessage2>> <<print $allybigattackeffectmessage3>> <<print $allybigattackeffectmessage4>> <<print $allybigattackeffectmessage5>> <<print $allybigattackeffectmessage6>> <<print $allyleavemessage>>">>
<<else>>
<<allypowerdamage>><<if $ally.type == "demon">><<demonmanadrain>><</if>><<set $enemyhp -= $allypowerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>><<if $allypowerdamage > 0 && $ally.specialstun>><<allystun>><</if>>
<<set $playermessage to "<<print $ally.specialattackmessage>>, <<if $allydamage == 0>>$enemy.nulldamagemessage<<else>>dealing $allypowerdamage damage<</if>>. <<print $allybigattackeffectmessage>> <<print $allybigattackeffectmessage2>> <<print $allybigattackeffectmessage3>> <<print $allybigattackeffectmessage4>> <<print $allybigattackeffectmessage5>> <<print $allybigattackeffectmessage6>> <<print $allyleavemessage>>">>
<</if>>
<<else>>
<<set $playermessage to "<<print $ally.specialattackmessage>>, but <<if $ally.specialisspell>>the enemy resists.<<else>>misses.<</if>> <<print $allyleavemessage>>">>
<</if>>
<</widget>>
<<widget "allyspecial2">>
<<set $allycooldown to random($ally.mincooldown, $ally.maxcooldown)>>
<<set _roll to random(1,10)>><<set _roll += $ally.specialattackbonus>>
<<if $ally.special2isspell == false && _roll >= $enemy.defense || $ally.special2isspell == true && _roll >= $enemy.magicdefense>>
<<if $ally.special2poison>><<allypoison>><</if>>
<<if $ally.special2burn>><<allyburn>><</if>>
<<if $ally.special2stun>><<allystun>><</if>>
<<if $ally.special2weaken>><<allyweaken>><</if>>
<<if $ally.special2fortify>><<allyfortify>><</if>>
<<if $ally.special2damaging && $ally.specialdamagetype == "physical" && $enemy.physicalimmunity || $ally.special2damaging && $ally.specialdamagetype == "magic" && $enemy.magicimmunity || $ally.special2damaging && $ally.damagetype == "fire" && $enemy.magicimmunity || $ally.special2damaging && $ally.damagetype == "lightning" && $enemy.magicimmunity>>
<<set $playermessage to "<<print $ally.specialattack2message>>, but $ally.damagetype attacks do nothing to the enemy! <<print $allybigattackeffectmessage>> <<print $allybigattackeffectmessage2>> <<print $allybigattackeffectmessage3>> <<print $allybigattackeffectmessage4>> <<print $allybigattackeffectmessage5>> <<print $allybigattackeffectmessage6>> <<print $allyleavemessage>>">>
<<else>>
<<if $ally.special2damaging>><<allypowerdamage2>><<set $enemyhp -= $allypowerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>>
<<set $playermessage to "<<print $ally.specialattack2message>>, <<if $allydamage == 0>>$enemy.nulldamagemessage<<else>>dealing $allypowerdamage damage<</if>>. <<print $allybigattackeffectmessage>> <<print $allybigattackeffectmessage2>> <<print $allybigattackeffectmessage3>> <<print $allybigattackeffectmessage4>> <<print $allybigattackeffectmessage5>> <<print $allybigattackeffectmessage6>> <<print $allyleavemessage>>">>
<<else>>
<<set $playermessage to "<<print $ally.specialattack2message>>. <<print $allybigattackeffectmessage>> <<print $allybigattackeffectmessage2>> <<print $allybigattackeffectmessage3>> <<print $allybigattackeffectmessage4>> <<print $allybigattackeffectmessage5>> <<print $allybigattackeffectmessage6>> <<print $allyleavemessage>>">>
<</if>>
<</if>>
<<else>>
<<set $playermessage to "<<print $ally.specialattack2message>>, but <<if $ally.special2isspell>>the enemy resists.<<else>>misses.<</if>> <<print $allyleavemessage>>">>
<</if>>
<</widget>>
<<widget "allyhealer">>
<<set $initiative to false>>
<<if $playerhp < ($playermaxhp/2) && $allyheals > 0>>
<<allyheal>>
<<elseif $playerweakened && $allyheals > 0>>
<<allyremoveweaken>>
<<else>>
<<allyattack>>
<</if>>
<</widget>>
<<widget "allyheal">>
<<set $allyheals -= 1>>
<<set $healed to random(12,15)>>
<<set $healed to Math.clamp($healed, 0, ($playermaxhp - $playerhp))>>
<<set $playerhp += $healed>>
<<set $playermessage to "$ally.namecapitalised casts a healing spell on you. You recover $healed HP. <<if $allyheals == 0>>$ally.namecapitalised's magic power ran out!<</if>>">>
<</widget>>
<<widget "allyremoveweaken">>
<<set $allyheals -= 1>>
<<set $playerweakened to false>><<set $playerweakenedturns to 0>>
<<set $playermessage to "$ally.namecapitalised casts a blessing on you, curing your weakening. <<if $allyheals == 0>>$ally.namecapitalised's magic power ran out!<</if>>">>
<</widget>>
<<widget "allymerc">>
<<set $initiative to false>><<if $amulet == "Mercenary Emblem">><<set $silver -= 10>><<else>><<set $silver -= 20>><</if>>
<<if $allycooldown == 0 && $allyspecial == 1>>
<<set $allyspecial to 2>>
<<allyspecial>>
<<elseif $allycooldown == 0 && $allyspecial == 2>>
<<set $allyspecial to 1>>
<<allyspecial2>>
<<else>>
<<allyattack>>
<</if>>
<</widget>>
<<widget "allyelitemerc">>
<<set $initiative to false>><<if $amulet == "Mercenary Emblem">><<set $silver -= 25>><<else>><<set $silver -= 50>><</if>>
<<if $allycooldown == 0 && $allyspecial == 1>>
<<set $allyspecial to 2>>
<<allyspecial>>
<<elseif $allycooldown == 0 && $allyspecial == 2>>
<<set $allyspecial to 1>>
<<allyspecial2>>
<<else>>
<<allyattack>>
<</if>>
<</widget>>
<<widget "allybasicattackeffect">>
<<if $ally.basicattackeffect == "poison1">>
<<set _poisonroll to random(1,3)>>
<<if _poisonroll == 1>>
<<if $enemy.poisonimmunity || $enemy.magicimmunity>>
<<set $weaponeffectmessage to "$enemy.namecapitalised resists the poison!">>
<<else>>
<<set $enemypoisoned to true>>
<<set $playerpoisondamage to $ally.poisondamage>>
<<set $enemypoisonedturns to $ally.poisonduration>>
<<set $weaponeffectmessage to "$enemy.namecapitalised was poisoned!">>
<</if>>
<</if>>
<</if>>
<<if $ally.basicattackeffect == "poison2">>
<<set _poisonroll to random(1,5)>>
<<if _poisonroll == 1>>
<<if $enemy.poisonimmunity || $enemy.magicimmunity>>
<<set $weaponeffectmessage to "$enemy.namecapitalised resists the poison!">>
<<else>>
<<set $enemypoisoned to true>>
<<set $playerpoisondamage to $ally.poisondamage>>
<<set $enemypoisonedturns to $ally.poisonduration>>
<<set $weaponeffectmessage to "$enemy.namecapitalised was poisoned!">>
<</if>>
<</if>>
<</if>>
<<if $ally.basicattackeffect == "burn1">>
<<set _burnroll to random(1,3)>>
<<if _burnroll == 1>>
<<if $enemy.fireresistance || $enemy.magicimmunity>>
<<set $weaponeffectmessage to "$enemy.namecapitalised resists the burn!">>
<<else>>
<<set $enemyburned to true>>
<<set $playerburndamagemin to $ally.minburndamage>>
<<set $playerburndamagemax to $ally.maxburndamage>>
<<set $enemyburnedturns to $ally.burnduration>>
<<set $weaponeffectmessage to "$enemy.namecapitalised was burned!">>
<</if>>
<</if>>
<</if>>
<<if $ally.basicattackeffect == "burn2">>
<<set _burnroll to random(1,5)>>
<<if _burnroll == 1>>
<<if $enemy.fireresistance || $enemy.magicimmunity>>
<<set $weaponeffectmessage to "$enemy.namecapitalised resists the burn!">>
<<else>>
<<set $enemyburned to true>>
<<set $playerburndamagemin to $ally.minburndamage>>
<<set $playerburndamagemax to $ally.maxburndamage>>
<<set $enemyburnedturns to $ally.burnduration>>
<<set $weaponeffectmessage to "$enemy.namecapitalised was burned!">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "demonmanadrain">>
<<set $mpgain to Math.clamp($allypowerdamage, 0, ($playermaxmp - $playermp))>>
<<set $playermp += $mpgain>>
<<if $mpgain > 0>>
<<set $weaponeffectmessage to "You gain $mpgain MP.">>
<</if>>
<</widget>><<silently>><<unhire>><<tamesucces>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
<span class = "gold">$ally.namecapitalised is your new ally!</span>
<<silently>><<if $avatarpower>><<endavataraftercombat>><</if>><<increasedefeatedcount>>
<<unset $enemy>><<cancelstatuseffects>><<unsetcombatvariables>><</silently>>
<<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><<unset $unhiremessage>><</link>><<else>><<link "Continue" $winroom>><<unset $unhiremessage>><</link>><</if>>You release the tamed beast back into the wild.
<<silently>><<if $avatarpower>><<endavataraftercombat>><</if>><<increasedefeatedcount>>
<<unset $enemy>><<cancelstatuseffects>><<unsetcombatvariables>><</silently>>
<<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><</link>><<else>><<link "Continue" $winroom>><</link>><</if>><i>You won't cross the ocean on these wings,
but they allow for short bursts of flight in combat.</i>
Grants 3 points of damage reduction.
Grants the user the "flying" ability.
<a class="link-internal ui-close">Close</a>
This powerful potion grants the user
the ability to fly for 5 turns in combat.
<a class="link-internal ui-close">Close</a><div class = "popup">Jellies are amorphous blobs of protoplasm which move forward slowly and relentlessly, absorbing into their bodies any organic matter they can capture with their constantly morphing appendages.
Fire jellies are bright orange to crimson red and seem to flicker as they move. They can release balls of flame from their protoplasmic bodies and sometimes accidentally start fires.
Enemy type: mindless
Max. HP: 40
Defence: 4
Magic defence: 3
Damage reduction: 2
<span class = "heading">FIRE RESISTANCE:</span> Fire jelly only takes 50% of fire damage and is immune to burn.
<span class = "heading">BURN:</span> Fire jelly's attacks may set the opponent on fire.
<span class = "heading">WEAKEN:</span> Fire jelly's attacks may weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Jellies are amorphous blobs of protoplasm which move forward slowly and relentlessly, absorbing into their bodies any organic matter they can capture with their constantly morphing appendages.
Lightning jellies are bright to dark blue and crackle with electricity as they move. When they build up a charge, they release bolts of lightning from their protoplasmic bodies.
Enemy type: mindless
Max. HP: 40
Defence: 4
Magic defence: 3
Damage reduction: 2
<span class = "heading">LIGHTNING RESISTANCE:</span> Lightning jelly only takes 50% of lightning damage.
<span class = "heading">STUN:</span> Lightning jelly's attacks may stun the opponent.
<span class = "heading">WEAKEN:</span> Lightning jelly's attacks may weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><i>You'll never say "I'm gonna need a bigger sword" again.</i>
This humongous sword truly shines in hands
of an experienced fighter.
A legendary melee weapon.
Deals 7-13 points of damage.
Finishing Strike starts combat ready.
Bonus damage granted by the user's Brawn is doubled.
<a class="link-internal ui-close">Close</a><div class = "popup">Jellies are amorphous blobs of protoplasm which move forward slowly and relentlessly, absorbing into their bodies any organic matter they can capture with their constantly morphing appendages.
Toxic jellies are dark green to black and leave a trail of poisonous slime behind as they move. They shoot toxic liquid at their opponents and prey.
Enemy type: mindless
Max. HP: 40
Defence: 4
Magic defence: 3
Damage reduction: 2
<span class = "heading">POISON IMMUNITY:</span> Toxic jelly cannot be poisoned.
<span class = "heading">POISON:</span> Toxic jelly's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Toxic jelly's attacks may weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">The terrifying, fiery dragons of the Archipelago are extremely rare – thankfully. These mighty creatures have razor sharp claws and teeth and are protected by scales tougher than steel armour. But their most dangerous weapon is their fiery breath that can melt rock and turn the mightiest of warriors into a pile of ash.
Enemy type: legendary
Max. HP: 200
Defence: 7
Magic defence: 7
Damage reduction: 6
<span class = "heading">FLYING:</span> The dragon can fly.
<span class = "heading">FIRE RESISTANCE:</span> The dragon only takes 50% of fire damage and is immune to burn.
<span class = "heading">STUN RESISTANCE:</span> The dragon has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> The dragon's attacks may stun the opponent.
<span class = "heading">BURN:</span> The dragon's attacks may set the opponent on fire.
<span class = "heading">FORTIFY:</span> The dragon can fortify itself.
<span class = "heading">WEAKEN:</span> The dragon can weaken the opponent.
<span class = "heading">DEVOUR:</span> The dragon has a chance of devouring the hero's ally, killing them permanently.</div>
<a class="link-internal ui-close">Close</a><<silently>><<if $initialisecombat>><<initialisecombatdragonform>><</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 $playerendstatusmessage</div>\
<<if $playerpoisonedmessage != "">>\
<div tabindex = "0">$playerpoisonedmessage</div>\
<</if>>\
<<if $enemypoisonedmessage != "" && $devoured != true>>\
<div tabindex = "0">$enemypoisonedmessage</div>\
<<elseif $enemyburnedmessage != "" && $devoured != true>>\
<div tabindex = "0">$enemyburnedmessage</div>\
<</if>>\
<<if $enemyhp > 0 && $playerhp > 0>>\
<div tabindex = "0">$enemymessage $enemyendstatusmessage</div><</if>>
<div id = "battleblock">\
<<if $enemyhp == 0 && $playerhp >0>><<cancelstatuseffects>>\
<<if $devoured != true>>\
<div tabindex = "0">$enemy.deathmessage</div>\
<<else>><<set $devoured to false>><</if>>
<<link [[Continue|combatdragonformwin]]>><<addtocodex>><<set $exp += $enemy.exp>><<set $exptotal += $enemy.exp>><</link>>\
<</if>>\
<<if $playerhp == 0>><<set $playerdead to true>><<cancelstatuseffects>>\
<div tabindex = "0">You were defeated. Game over!</div>\
[[Continue|gameover]]
<</if>>\
<<if $enemyhp != 0 && $playerhp != 0 && $playerstunned != true && $prepincinerate != true>>\
<<if $enemy.specialplayeraction != "">>\
<<link [[$enemy.specialplayeraction|specialplayeractionsdragonform]]>><</link>>
<</if>>\
<<if $enemy.flying && $player.flying == false>>Attack!<span id = "tab"><span class = "red">(out of range!)</span></span><<else>><<link [[Attack!|$return]]>><<attackclaws>><</link>><</if>><span id = "tabwide"></span><span id = "tabwide"><<link [[Breathe fire|$return]]>><<attackfire>><</link>></span>
<div class="row">\
<div class="column left">\
<<if $dragonincinerate.cooldown > 0>>Incinerate <span class = "red">(cooldown: $dragonincinerate.cooldown)</span><<else>><<link [[Incinerate|$return]]>><<prepincinerate>><</link>><</if>></div>\
<div class="column middle"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("incinerate");
Dialog.wiki(Story.get("incinerate").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<div class="row">\
<div class="column left">\
<<if $dragonpowerup.cooldown > 0>>\
<<if $player.flying>>Thunderous descent <span class = "red">(cooldown: $dragonpowerup.cooldown)</span>\
<<else>>Roaring ascent <span class = "red">(cooldown: $dragonpowerup.cooldown)</span>\
<</if>>\
<<else>>\
<<if $player.flying>><<link [[Thunderous descent|$return]]>><<descent>><</link>>\
<<else>><<link [[Roaring ascent|$return]]>><<ascent>><</link>>\
<</if>>\
<</if>>\
</div>\
<div class="column middle"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Thunderous descent/Roaring ascent");
Dialog.wiki(Story.get("powerup").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<div class="row">\
<div class="column left">\
<<if $enemy.flying && $player.flying == false>>Tail smash<span id = "tab"><span class = "red">(out of range!)<<if $dragontail.cooldown > 0>>(cooldown: $dragontail.cooldown)<</if>></span><<else>><<if $dragontail.cooldown > 0>>Tail smash<span id = "tab"><span class = "red">(cooldown: $dragontail.cooldown)</span><<else>><<link[[Tail smash|$return]]>><<dragontail>><</link>><</if>><</if>></div>\
<div class="column middle"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("tail smash");
Dialog.wiki(Story.get("tail").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<div class="row">\
<div class="column left">\
<<if $enemy.large>>Devour<span id = "tab"><span class = "red">(enemy too big!)</span><<elseif $enemy.name == "Spirit of the Mist">>Devour<span id = "tab"><span class = "red">(the spirit has no physical body!)</span><<elseif $enemy.flying && $player.flying == false>>Devour<span id = "tab"><span class = "red">(out of range!)<<if $dragondevour.cooldown > 0>>(cooldown: $dragondevour.cooldown)<</if>></span><<else>><<if $dragondevour.cooldown > 0>>Devour<span id = "tab"><span class = "red">(cooldown: $dragondevour.cooldown)</span><<else>><<link[[Devour|$return]]>><<devour>><</link>><</if>><</if>></div>\
<div class="column middle"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("devour");
Dialog.wiki(Story.get("devour").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
</div>\
<</if>>
<<if $enemyhp != 0 && $playerhp != 0 && $playerstunned>>\
You are stunned and can't act this turn!
[[Next turn|$return][$initiative to false]]
<</if>>\
<<if $enemyhp != 0 && $playerhp != 0 && $prepincinerate>>
<<if $playerstunned != true>>\
<<link [[Use Incinerate|$return]]>><<incinerate>><</link>>
<<else>><<set $prepincinerate to false>><</if>>\
<</if>>
</div>
<<silently>><<reducestatuses>><<reducecooldownsdragonform>><<endround>><<if $enemy.namefullcaps == "AVATAR OF DOOM">><<avatardoomcounter>><</if>><<clearmessages>><</silently>>
<<set $escapedroom to "CombatTestStart">><<set $winroom to "CombatTestStart">>\
<<silently>><<dragonformunequip>><<dragonformstats>><</silently>>\
You swallow a dragon pearl and transform into a fiery dragon!
Your items were unequipped.
<div class = "row">
<<link [[Fight the dummy|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.dummy>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight fire jelly|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.firejelly>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight lightning jelly|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.lightningjelly>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight toxic jelly|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.toxicjelly>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a dark wolf|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.darkwolf>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a death wolf|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.deathwolf>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a giant rat|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.giantrat>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a flicker beetle|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.flickerbeetle>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a goblin|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.goblin>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a frail skeleton|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.frailskeleton>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a goblin shaman|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.goblinshaman>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a goblin hero|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.goblinhero>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a bandit|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.bandit>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a bandit hunter|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.bandithunter>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a bandit brute|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.banditbrute>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a grave scorpion|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.gravescorpion>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a necromancer|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.necromancer>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a renegade mage|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.renegademage>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a phantom spider|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.phantomspider>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a giant serpent|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.giantserpent>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a red gemstone scarab|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.redgemstonescarab>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a blue gemstone scarab|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.bluegemstonescarab>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a skeleton archer|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletonarcher>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a skeleton warrior|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletonwarrior>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight an armour golem|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.armourgolem>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a soulless husk|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.soullesshusk>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a dragon|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.dragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Devourer|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.devourer>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Avatar|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.avatar>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Goliath|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.goliath>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a harpy|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.harpy>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight stalac-teeth|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.stalacteeth>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a wyvern|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.wyvern>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a crystal hound|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.crystalhound>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight an assassin|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.assassin>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the sea serpent|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.seaserpent>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the lich|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.lich>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight Arch-lich|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.archlich>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the bone horror|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.bonehorror>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the griffin|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.griffin>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the giant eagle|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.gianteagle>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the fallen knight|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.fallenknight>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the giant|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.giant>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a fire serpent|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.fireserpent>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight an elementalist|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.elementalist>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a mageling|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.mageling>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a stone eel|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.stoneeel>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a drowned one|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.drownedone>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a water spirit|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.waterspirit>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Huntmaster|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.huntmaster>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a troll|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.troll>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a troll berserker|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.trollberserker>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight Guardian of Runes|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.guardianofrunes>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a rock crab|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.rockcrab>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a snow lion|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.snowlion>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a blood boar|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.bloodboar>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a rotroot|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.rotroot>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a razorbeak|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.razorbeak>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a magman|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.magman>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a sand fiend|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.sandfiend>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a feathered serpent|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.featheredserpent>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Spirit of the Mist|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.spiritofthemist>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight False Sorceress Mirlanda|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the demon servant|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.demonservant>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a skyhunter|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.skyhunter>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a queen skyhunter|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.queenskyhunter>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Red Knight|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.redknight>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a skeletal dragon|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Thunder Roc|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.thunderroc>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Hunting Fury|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.huntingfury>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight a white gemstone scarab|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.whitegemstonescarab>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight King Crab|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.kingcrab>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight Undead Flynn|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.undeadflynn>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the magic golem|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the ancient machine|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.ancientmachine>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<<link [[Fight the Daughter of the Serpent God|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.daughteroftheserpentgod>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
</div><<widget "dragonformstats">>
<<set $playerhp to 200>>
<<set $playermaxhp to 200>>
<<set $player.stunresistance to true>>
<<set $player.fireresistance to true>>
<<set $player.dr to 6>>
<<set $player.defense to 7>>
<<set $playermessage to "You swallow a dragon pearl and transform into a fiery dragon! Your items were unequipped.">>
<<set $dragonform to true>>
<<set $noinventory to true>>
<</widget>>
<<widget "enddragonform">>
<<set $playermaxhp to 30 + ($vitality * 10)>>
<<set $playerhp to Math.clamp($playerhp, 0, $playermaxhp)>>
<<set $player.stunresistance to false>>
<<set $player.fireresistance to false>>
<<set $player.dr to 0>>
<<set $player.defense to 5>><<set $player.defense += $combat>>
<<set $player.magicdefense to 5>><<set $player.magicdefense += $magic>>
<<unset $noinventory>>
<<set $dragonform to false>>
<</widget>>
<<widget "attackclaws">>
<<set $initiative to false>>
<<set _roll to random(1,10)>><<set _roll += 3>>
<<if _roll >= $enemy.defense>>
<<if $enemy.physicalimmunity>>
<<set $playermessage to "<<print setup.dragonclaws.attackmessage.random()>>, but physical attacks do nothing to $enemy.name!">>
<<else>>
<<dragondamage>><<set $playerdamage -= Math.clamp($enemy.dr - $player.drignore, 0, 999)>><<set $playerdamage to Math.clamp($playerdamage, 0, 999)>><<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>>
<<set $playermessage to "<<print setup.dragonclaws.attackmessage.random()>>, <<if $playerdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerdamage damage<</if>>.">>
<</if>>
<<else>>
<<set $playermessage to "<<print setup.dragonclaws.attackmessage.random()>>, but <<print $enemy.playermissmessage.random()>>.">>
<</if>>
<</widget>>
<<widget "attackfire">>
<<set $initiative to false>>
<<set _roll to random(1,10)>><<set _roll += 3>>
<<if _roll >= $enemy.defense>>
<<if $enemy.magicimmunity>>
<<set $playermessage to "<<print setup.dragonfire.attackmessage.random()>>, but fire does nothing to $enemy.name!">>
<<else>>
<<dragondamage>>
<<if $enemy.fireresistance>>
<<set $playerdamage to Math.round($playerdamage * 1/2)>>
<</if>>
<<set $playerdamage -= Math.clamp($enemy.dr - $player.drignore, 0, 999)>><<set $playerdamage to Math.clamp($playerdamage, 0, 999)>><<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>>
<<set $playermessage to "<<print setup.dragonfire.attackmessage.random()>>, <<if $playerdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerdamage damage<</if>>.">>
<</if>>
<<else>>
<<set $playermessage to "<<print setup.dragonfire.attackmessage.random()>>, but <<print $enemy.playermissmessage.random()>>.">>
<</if>>
<</widget>>
<<widget "dragondamage">>
<<if $playerfortified>>
<<set $playerdamage to 18>>
<<elseif $playerweakened>>
<<set $playerdamage to 7>>
<<else>>
<<set $playerdamage to random(7,18)>>
<</if>>
<</widget>>
<<widget "incineratedamage">>
<<if $playerfortified>>
<<set $playerdamage to 35>>
<<elseif $playerweakened>>
<<set $playerdamage to 20>>
<<else>>
<<set $playerdamage to random(20,35)>>
<</if>>
<<if $enemy.fireresistance>>
<<set $playerdamage to Math.round($playerdamage * 1/2)>>
<</if>>
<<set $playerdamage -= Math.clamp($enemy.dr - $player.drignore, 0, 999)>><<set $playerdamage to Math.clamp($playerdamage, 0, 999)>>
<</widget>>
<<widget "dragonformunequip">>
<<unequiparmour>><<unequipamulet>><<unequipweapon>>
<<if $ring != "Dragon King's Ring">><<unequipring>><</if>>
<</widget>>
<<widget "prepincinerate">>
<<set $initiative to false>>
<<set $prepincinerate to true>>
<<set $playermessage to "You prepare to incinerate your opponent!">>
<</widget>>
<<widget "incinerate">>
<<set $prepincinerate to false>>
<<set $initiative to false>>
<<set $dragonincinerate.cooldown to $dragonincinerate.maxcooldown>>
<<set $initiative to false>>
<<set _roll to random(1,10)>><<set _roll += 5>>
<<if _roll >= $enemy.defense>>
<<if $enemy.magicimmunity>>
<<set $playermessage to "You engulf $enemy.name in flames, but fire doesn't affect your foe!">>
<<else>>
<<incineratedamage>>
<<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>>
<<if $enemy.fireresistance != true>>
<<set $enemyburned to true>><<set $enemyburnedturns to 3>><<set $playerburndamagemin to 8>><<set $playerburndamagemax to 14>>
<</if>>
<<set $playermessage to "You breathe out a giant ball of fire and engulf $enemy.name in flames, <<if $playerdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerdamage damage<</if>>. <<if $enemy.fireresistance>>$enemy.namecapitalised resists the burn!<<else>>$enemy.namecapitalised was burned!<</if>>">>
<</if>>
<<else>>
<<set $playermessage to "You breathe out a giant ball of fire, but you miss $enemy.name!">>
<</if>>
<</widget>>
<<widget "descent">>
<<set $initiative to false>>
<<set $dragonpowerup.cooldown to $dragonpowerup.maxcooldown>>
<<set $player.flying to false>>
<<set $playerweakened to false>><<set $playerweakenedturns to 0>><<set $playerfortified to true>><<set $playerfortifiedturns to 4>>
<<if $enemy.weakenimmunity || $enemy.magicimmunity>><<else>><<set $enemyfortified to false>><<set $enemyfortifiedturns to 0>><<set $enemyweakened to true>><<set $enemyweakenedturns to 4>><</if>>
<<set $playermessage to "You land, shaking the ground. You were fortified! <<if $enemy.weakenimmunity || $enemy.magicimmunity>>$enemy.namecapitalised resists weakening!<<else>>$enemy.namecapitalised was weakened!<</if>>">>
<</widget>>
<<widget "ascent">>
<<set $initiative to false>>
<<set $dragonpowerup.cooldown to $dragonpowerup.maxcooldown>>
<<set $player.flying to true>>
<<set $playerweakened to false>><<set $playerweakenedturns to 0>><<set $playerfortified to true>><<set $playerfortifiedturns to 4>>
<<if $enemy.weakenimmunity || $enemy.magicimmunity>><<else>><<set $enemyfortified to false>><<set $enemyfortifiedturns to 0>><<set $enemyweakened to true>><<set $enemyweakenedturns to 4>><</if>>
<<set $playermessage to "You take off with a thunderous roar. You were fortified! <<if $enemy.weakenimmunity || $enemy.magicimmunity>>$enemy.namecapitalised resists weakening!<<else>>$enemy.namecapitalised was weakened!<</if>>">>
<</widget>>
<<widget "taildamage">>
<<if $playerfortified>>
<<set $playerdamage to 25>>
<<elseif $playerweakened>>
<<set $playerdamage to 15>>
<<else>>
<<set $playerdamage to random(15,25)>>
<</if>>
<<set $playerdamage -= Math.clamp($enemy.dr - $player.drignore, 0, 999)>><<set $playerdamage to Math.clamp($playerdamage, 0, 999)>>
<</widget>>
<<widget "dragontail">>
<<set $dragontail.cooldown to $dragontail.maxcooldown>>
<<set $initiative to false>>
<<set _roll to random(1,10)>><<set _roll += 1>>
<<if _roll >= $enemy.defense>>
<<if $enemy.physicalimmunity>>
<<set $playermessage to "You attack with your tail, but $enemy.name is immune to physical damage!">>
<<else>>
<<taildamage>>
<<if $playerdamage > 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>>
<<if $stunsuccess>><<set $enemystunned to true>><<set $enemystunnedturns to 2>><</if>>
<</if>>
<<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>>
<<set $playermessage to "You smash $enemy.name with your powerful tail, <<if $playerdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerdamage damage<</if>>. <<if $stunsuccess>>$enemy.namecapitalised was stunned!<<elseif $playerdamage > 0>>$enemy.namecapitalised resists stun!<</if>>">>
<</if>>
<<else>>
<<set $playermessage to "You smash $enemy.name with your powerful tail, but you miss.">>
<</if>>
<</widget>>
<<widget "devour">>
<<set $dragondevour.cooldown to $dragondevour.maxcooldown>>
<<set $initiative to false>>
<<if $enemy.name == "the demon servant">>
<<set $playermessage to "You try to devour the demon servant, but its body turns into liquid and escapes from your jaws. The demon laughs.">>
<<else>>
<<set $devourroll to random(1,10)>>
<<if $enemyhp < 10>><<set $devourroll += 7>>
<<elseif $enemyhp < 20>><<set $devourroll += 5>>
<<elseif $enemyhp < 30>><<set $devourroll += 3>>
<<elseif $enemyhp < 40>><<set $devourroll += 1>><</if>>
<<if $devourroll >= 10>>
<<set $healed to Math.clamp($enemyhp, 0, ($playermaxhp - $playerhp))>>
<<set $playerhp += $healed>>
<<set $enemyhp to 0>>
<<set $playermessage to "You crush and devour $enemy.name!<<if $healed > 0>> By consuming $enemy.name, you've regained $healed HP.<</if>>">>
<<set $devoured to true>>
<<else>>
<<set $playerdamage to random(4,8)>><<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>>
<<set $playermessage to "You try to devour $enemy.name, but your opponent struggles and escapes from your jaws, taking $playerdamage damage.<<if $enemyhp == 0>> The damage killed $enemy.name.<</if>>">>
<</if>>
<</if>>
<</widget>><<if $currentisland == "Dragon Island">><<set $player.flying to false>>\
Your prey fell before you! You roar in triumph.
<<else>>\
<<silently>><<enddragonform>><<increasedefeatedcount>><</silently>>
<<set $incombat to false>>\
The power of the dragon pearl has run out. You transform back into a human.
(Your items were unequipped when you transformed; remember to equip them back!)
<</if>>\
<span class = "gold">You gained $enemy.exp EXP.</span>
<<unset $enemy>>\
<<if $indungeon>><<link [[Continue|$currentdungeonroom.name]]>><<cleardungeonroom>><<clearmineroom>><<unsetcombatvariables>><</link>><<else>><<link "Continue" $winroom>><</link>><</if>>A powerful fire attack which takes 2 turns to execute.
Deals 20-35 damage and sets the enemy on fire for 3 turns.
Enemies on fire take 8-14 points of
irreducible damage per turn.Fortifies you for 3 turns and weakens the enemy for 3 turns.
If you were flying, you land (Thunderous descent);
if you were on the ground, you take off (Roaring ascent).A powerful smash with your tail. Deals 15-25 damage
and stuns the opponent for 2 turns.You attempt to devour the enemy. The move is more
likely to succeed if the enemy's HP is low.
If you succeed, you kill the enemy and regain HP
equal to the HP they had before being devoured.
You cannot devour large enemies.<div class = "popup">Some goblins are magically gifted and learn to cast spells – typically curses. Goblin shamans wear crude costumes made of bones, teeth, feathers and twigs. In combat they dance and chant, placing weakening curses on their enemies.
Enemy type: sentient
Max. HP: 25
Defence: 6
Magic defence: 5
Damage reduction: 1
<span class = "heading">HEAL (1):</span> Can restore part of its HP once per combat.
<span class = "heading">WEAKEN:</span> Goblin shaman can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>Dragon pearls are mythical stones of great power. Each dragon
has a pearl growing underneath the scales on its forehead.
The pearl is imbued with the essence of the beast; there are
old stories about heroes who turned into dragons by consuming
dragon pearls.
A dragon pearl is a consumable item that can be only used right before
combat. It turns the user into a dragon for the duration of that combat,
granting appropriate statistics, resistances and special attacks.
While in dragon form, you cannot use your items, spells and techniques,
defend or escape from combat.
<a class="link-internal ui-close">Close</a>
Do you want to use a dragon pearl for this combat? (Available dragon pearls: $dragonpearl)
<<if $dragonpearl > 0>>\
[[Yes|InitialiseCombatDragonFormTest][$dragonpearl-=1]]
<<else>>\
<span class = "red">Yes</span>
<</if>>\
[[No|Initialise Combat Test]]
<<link [[Add a dragon pearl|CombatTestStart]]>><<set $dragonpearl += 1>><</link>><<widget "gatherinformation">>
<<set $gatherinformationislands to ["island1info", "island2info", "island3info", "island4info", "island5info", "island6info", "island7info", "island8info", "island9info", "island10info", "island11info", "island12info", "island13info", "island14info", "island15info", "island16info"]>>
<<for _i to 0; _i < 99; _i++>>
<<set $island1infotarget to $gatherinformationislands.random()>>
<<if $island1infotarget == "island1info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island1infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island2infotarget to $gatherinformationislands.random()>>
<<if $island2infotarget == "island2info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island2infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island3infotarget to $gatherinformationislands.random()>>
<<if $island3infotarget == "island3info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island3infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island4infotarget to $gatherinformationislands.random()>>
<<if $island4infotarget == "island4info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island4infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island5infotarget to $gatherinformationislands.random()>>
<<if $island5infotarget == "island5info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island5infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island6infotarget to $gatherinformationislands.random()>>
<<if $island6infotarget == "island6info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island6infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island7infotarget to $gatherinformationislands.random()>>
<<if $island7infotarget == "island7info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island7infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island8infotarget to $gatherinformationislands.random()>>
<<if $island8infotarget == "island8info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island8infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island9infotarget to $gatherinformationislands.random()>>
<<if $island9infotarget == "island9info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island9infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island10infotarget to $gatherinformationislands.random()>>
<<if $island10infotarget == "island10info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island10infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island11infotarget to $gatherinformationislands.random()>>
<<if $island11infotarget == "island11info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island11infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island12infotarget to $gatherinformationislands.random()>>
<<if $island12infotarget == "island12info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island12infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island13infotarget to $gatherinformationislands.random()>>
<<if $island13infotarget == "island13info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island13infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island14infotarget to $gatherinformationislands.random()>>
<<if $island14infotarget == "island14info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island14infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island15infotarget to $gatherinformationislands.random()>>
<<if $island15infotarget == "island15info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island15infotarget)>>
<<break>>
<</if>>
<</for>>
<<for _i to 0; _i < 99; _i++>>
<<set $island16infotarget to $gatherinformationislands.random()>>
<<if $island16infotarget == "island16info">><<continue>>
<<else>>
<<run $gatherinformationislands.delete($island16infotarget)>>
<<break>>
<</if>>
<</for>>
<</widget>>
<<widget "setupgatherinformation">>
<<for _i to 0; _i < 99; _i=0>>
<<gatherinformation>>
<<if $island16infotarget == "island16info">><<continue>>
<<else>><<break>>
<</if>>
<</for>>
<</widget>>
At the inn at $currentislandname you meet a weary traveller. Suspicious at first, he warms towards you after you've talked for a while and tells you about <<print $island1.name>>.
"It's <<if $island1.terrain == "icy">>an<<else>>a<</if>> <<print $island1.terrain>> island I visited many times," says the traveller. <<if $island1activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island1activity == "market1" || $island1activity == "market2" || $island1activity == "market3" || $island1activity == "market4" || $island1activity == "market5" || $island1activity == "market6" || $island1activity == "market7">> "You can buy some interesting things on the local market."<<elseif $island1activity == "enchanter">>"They say it's home to a powerful enchanter, though I've never seen him; he seems to be really reclusive."<<elseif $island1activity == "witch">> "There's an old and clever potion-brewer who lives there; the locals call her a 'witch'."<<elseif $island1activity == "collector">> "A fabulously rich collector lives there, but few have ever seen his collection."<<elseif $island1activity == "oldsailor">> "An Old Sailor lives there; he's famous for having spent most of his life searching for pirate treasures."<<else>><</if>> <<if $island1.uniquegatherinfo != "">>He adds: "<<print $island1.uniquegatherinfo>>"<</if>>
You ask the man for more information about <<print $island1.name>>. He thinks for a moment, then replies:
"<<if $island1activity2 == "mine1" || $island1activity2 == "mine2" || $island1activity2 == "mine3" || $island1activity2 == "mine4">>If you're looking for silver or gemstones, you should visit the mines of <<print $island1.name>>; just be warned, they're a dangerous place.<<elseif $island1activity2 == "dungeon1" || $island1activity2 == "dungeon2" || $island1activity2 == "dungeon3" || $island1activity2 == "dungeon4" || $island1activity2 == "dungeon5" || $island1activity2 == "dungeon6">>I've heard many tales about the dungeons of <<print $island1.name>>, but I've never ventured there; if you do, you will have to fight, and I'm no fighter.<<elseif $island1activity2 == "beasts">>Part of the island is overrun by wild beasts. Locals don't go there, but a skilled hunter could make their living with ease there.<<elseif $island1activity2 == "mindless">>I've heard some really unpleasant stories about <<print $island1.name>>. They say hordes of mindless monsters lurk in the remote corners of that island.<<elseif $island1activity2 == "bandits">>The north coast of <<print $island1.name>> suffers under constant bandit attacks. The locals manage to keep the scoundrels away from their towns, but they welcome anyone willing to kill a few bandits.<<else>>No, I don't recall anything else about <<print $island1.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island1">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island1.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering his voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island1">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island1.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering his voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island1">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island1.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering his voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island1" || $oceanpillarlocation == "Island1" || $treasurepillarlocation == "Island1">>
You have the feeling the traveller isn't telling you everything. You try to convince him to reveal his secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island1discovered == false>><<set $island1discovered to true>><<set $island1img to $island1.name>>\
<<print $island1.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a curiously dressed traveller. After you've exchanged your greetings, she gladly tells you about <<print $island2.name>>.
"$island2.name is <<if $island2.terrain == "icy">>an<<else>>a<</if>> <<print $island2.terrain>> island," says the traveller. <<if $island2activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island2activity == "market1" || $island2activity == "market2" || $island2activity == "market3" || $island2activity == "market4" || $island2activity == "market5" || $island2activity == "market6" || $island2activity == "market7">> "There's a market there which sells local goods."<<elseif $island2activity == "enchanter">>"A powerful enchanter lives there; I once bought a magic ring from him."<<elseif $island2activity == "witch">> "It's home to an old witch, the best potion-brewer I've ever met."<<elseif $island2activity == "collector">> "A reclusive collector of rare artefacts has his mansion there."<<elseif $island2activity == "oldsailor">> "I met an Old Sailor there; he's spent most of his life sailing the seas and knows countless stories about pirates and treasure."<<else>><</if>> <<if $island2.uniquegatherinfo != "">>She adds: "<<print $island2.uniquegatherinfo>>"<</if>>
You ask the woman for more information about <<print $island2.name>>. She thinks for a moment, then replies:
"<<if $island2activity2 == "mine1" || $island2activity2 == "mine2" || $island2activity2 == "mine3" || $island2activity2 == "mine4">>There are deep, old mines on $island2.name; they've been closed long ago, but rumours say there's still silver and gemstones left in the lower tunnels.<<elseif $island2activity2 == "dungeon1" || $island2activity2 == "dungeon2" || $island2activity2 == "dungeon3" || $island2activity2 == "dungeon4" || $island2activity2 == "dungeon5" || $island2activity2 == "dungeon6">>There are deep dungeons on <<print $island2.name>>; they may be filed with treasure… well-guarded treasure.<<elseif $island2activity2 == "beasts">>It's home to wild and dangerous beasts. If you want to prove yourself as a hunter, you won't find a better place.<<elseif $island2activity2 == "mindless">>They say ancient, magic-wielding undead and their creations roam the island at night.<<elseif $island2activity2 == "bandits">>A gang of dangerous ruffians lives in the wilderness on <<print $island2.name>>. These bandits cause constant trouble to the locals.<<else>>No, I don't recall anything else about <<print $island2.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island2">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island2.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering her voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island2">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island2.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering her voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island2">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island2.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering her voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island2" || $oceanpillarlocation == "Island2" || $treasurepillarlocation == "Island2">>
You have the feeling the traveller isn't telling you everything. You try to convince her to reveal her secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island2discovered == false>><<set $island2discovered to true>><<set $island2img to $island2.name>>\
<<print $island2.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling merchants. You join their company and ask about their home island. Their say they come from <<print $island3.name>>.
"It's <<if $island3.terrain == "icy">>an<<else>>a<</if>> <<print $island3.terrain>> island," they say. <<if $island3activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island3activity == "market1" || $island3activity == "market2" || $island3activity == "market3" || $island3activity == "market4" || $island3activity == "market5" || $island3activity == "market6" || $island3activity == "market7">> "We have a fine local market, with cheap, quality goods."<<elseif $island3activity == "enchanter">>"Famous for the one they call the enchanter – an eccentric recluse who makes and sells magic trinkets."<<elseif $island3activity == "witch">> "Blessed with the best alchemist in the Archipelago – though some call her 'the witch'."<<elseif $island3activity == "collector">> "A famous art collector lives on our island. He has an eye for quality and won't trade with everyone."<<elseif $island3activity == "oldsailor">> "An Old Sailor lives there, who's obsessed with pirate treasures; but he's never found any."<<else>><</if>> <<if $island3.uniquegatherinfo != "">>One merchant adds: "<<print $island3.uniquegatherinfo>>"<</if>>
You ask the merchants for more information about <<print $island3.name>>. Their leader replies:
"<<if $island3activity2 == "mine1" || $island3activity2 == "mine2" || $island3activity2 == "mine3" || $island3activity2 == "mine4">>There used to be silver mines on <<print $island3.name>>, but no one mines there any more.<<elseif $island3activity2 == "dungeon1" || $island3activity2 == "dungeon2" || $island3activity2 == "dungeon3" || $island3activity2 == "dungeon4" || $island3activity2 == "dungeon5" || $island3activity2 == "dungeon6">>If you come to <<print $island3.name>>, stay away from the dungeons – unless you really know how to handle yourself in combat.<<elseif $island3activity2 == "beasts">>Parts of the island are overrun by wild beasts. We're happy to welcome any hunter willing to cull their population.<<elseif $island3activity2 == "mindless">>It's a good place to live, except for the undead. They roam the wild parts of the island. We try not to bother them, and they usually leave us alone.<<elseif $island3activity2 == "bandits">>Bandits have a hideout somewhere on <<print $island3.name>>, no one knows where exactly. Their frequent raids are a huge problem to local people.<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island3">><<set $dragonpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island3.name>>," their leader says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island3">><<set $oceanpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island3.name>>," their leader says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island3">><<set $treasurepillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island3.name>>," their leader says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island3" || $oceanpillarlocation == "Island3" || $treasurepillarlocation == "Island3">>
You have the feeling the merchants aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island3discovered == false>><<set $island3discovered to true>><<set $island3img to $island3.name>>\
<<print $island3.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling minstrels. They gladly share information about the island they come from – <<print $island4.name>>.
"It's <<if $island4.terrain == "icy">>an<<else>>a<</if>> <<print $island4.terrain>> island," they say. <<if $island4activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island4activity == "market1" || $island4activity == "market2" || $island4activity == "market3" || $island4activity == "market4" || $island4activity == "market5" || $island4activity == "market6" || $island4activity == "market7">> "We have a large market, where you can stock up on all sorts of goods."<<elseif $island4activity == "enchanter">>"We have a famous enchanter who makes and sells all sorts of magic trinkets."<<elseif $island4activity == "witch">> "If you're looking for rare potions, you should definitely sail there and visit the witch."<<elseif $island4activity == "collector">> "A rich collector lives on our island. They say he loves art, but if that's true, why doesn't he ever invite artists to his mansion?"<<elseif $island4activity == "oldsailor">> "An Old Sailor lives on our island, who's spent his life collecting stories about pirates and treasures."<<else>><</if>> <<if $island4.uniquegatherinfo != "">>One minstrel adds: "<<print $island4.uniquegatherinfo>>"<</if>>
You ask the minstrel for more information about <<print $island4.name>>. One of them replies:
"<<if $island4activity2 == "mine1" || $island4activity2 == "mine2" || $island4activity2 == "mine3" || $island4activity2 == "mine4">>There are abandoned silver mines on <<print $island4.name>>. Some say there's still silver and gems left in the shafts.<<elseif $island4activity2 == "dungeon1" || $island4activity2 == "dungeon2" || $island4activity2 == "dungeon3" || $island4activity2 == "dungeon4" || $island4activity2 == "dungeon5" || $island4activity2 == "dungeon6">>If you're looking for adventure, and know how to fight, you should visit the dungeons of <<print $island4.name>>. Dangers and treasure await!<<elseif $island4activity2 == "beasts">>Parts of the island are overrun by wild beasts. If you're a hunter, that's where should go to look for trophies.<<elseif $island4activity2 == "mindless">>The undead roam parts of the island. No one knows why they are there, or who created them.<<elseif $island4activity2 == "bandits">>From time to time, we have trouble with bandits. For some reason, these cutthroats took a real liking to <<print $island4.name>>. If you can fight, why not go there and kill a few of them?<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island4">><<set $dragonpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island4.name>>," one of them says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island4">><<set $oceanpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island4.name>>," one of them says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island4">><<set $treasurepillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island4.name>>," one of them says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island4" || $oceanpillarlocation == "Island4" || $treasurepillarlocation == "Island4">>
You have the feeling the minstrels aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island4discovered == false>><<set $island4discovered to true>>\
<<set $island4img to $island4.name>><<print $island4.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a weary traveller. Suspicious at first, he warms towards you after you've talked for a while and tells you about <<print $island5.name>>.
"It's <<if $island5.terrain == "icy">>an<<else>>a<</if>> <<print $island5.terrain>> island I visited many times," says the traveller. <<if $island5activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island5activity == "market1" || $island5activity == "market2" || $island5activity == "market3" || $island5activity == "market4" || $island5activity == "market5" || $island5activity == "market6" || $island5activity == "market7">> "You can buy some interesting things on the local market."<<elseif $island5activity == "enchanter">>"They say it's home to a powerful enchanter, though I've never seen him; he seems to be really reclusive."<<elseif $island5activity == "witch">> "There's an old and clever potion-brewer who lives there; the locals call her a 'witch'."<<elseif $island5activity == "collector">> "A fabulously rich collector lives there, but few have ever seen his collection."<<elseif $island5activity == "oldsailor">> "An Old Sailor lives there; he's famous for having spent most of his life searching for pirate treasures."<<else>><</if>> <<if $island5.uniquegatherinfo != "">>He adds: "<<print $island5.uniquegatherinfo>>"<</if>>
You ask the man for more information about <<print $island5.name>>. He thinks for a moment, then replies:
"<<if $island5activity2 == "mine1" || $island5activity2 == "mine2" || $island5activity2 == "mine3" || $island5activity2 == "mine4">>If you're looking for silver or gemstones, you should visit the mines of <<print $island5.name>>; just be warned, they're a dangerous place.<<elseif $island5activity2 == "dungeon1" || $island5activity2 == "dungeon2" || $island5activity2 == "dungeon3" || $island5activity2 == "dungeon4" || $island5activity2 == "dungeon5" || $island5activity2 == "dungeon6">>I've heard many tales about the dungeons of <<print $island5.name>>, but I've never ventured there; if you do, you will have to fight, and I'm no fighter.<<elseif $island5activity2 == "beasts">>Part of the island is overrun by wild beasts. Locals don't go there, but a skilled hunter could make their living with ease there.<<elseif $island5activity2 == "mindless">>I've heard some really unpleasant stories about <<print $island5.name>>. They say hordes of mindless monsters lurk in the remote corners of that island.<<elseif $island5activity2 == "bandits">>The north coast of <<print $island5.name>> suffers under constant bandit attacks. The locals manage to keep the scoundrels away from their towns, but they welcome anyone willing to kill a few bandits.<<else>>No, I don't recall anything else about <<print $island5.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island5">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island5.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering his voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island5">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island5.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering his voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island5">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island5.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering his voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island5" || $oceanpillarlocation == "Island5" || $treasurepillarlocation == "Island5">>
You have the feeling the traveller isn't telling you everything. You try to convince him to reveal his secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island5discovered == false>><<set $island5discovered to true>><<set $island5img to $island5.name>>\
<<print $island5.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a curiously dressed traveller. After you've exchanged your greetings, she gladly tells you about <<print $island6.name>>.
"$island6.name is <<if $island6.terrain == "icy">>an<<else>>a<</if>> <<print $island6.terrain>> island," says the traveller. <<if $island6activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island6activity == "market1" || $island6activity == "market2" || $island6activity == "market3" || $island6activity == "market4" || $island6activity == "market5" || $island6activity == "market6" || $island6activity == "market7">> "There's a market there which sells local goods."<<elseif $island6activity == "enchanter">>"A powerful enchanter lives there; I once bought a magic ring from him."<<elseif $island6activity == "witch">> "It's home to an old witch, the best potion-brewer I've ever met."<<elseif $island6activity == "collector">> "A reclusive collector of rare artefacts has his mansion there."<<elseif $island6activity == "oldsailor">> "I met an Old Sailor there; he's spent most of his life sailing the seas and knows countless stories about pirates and treasure."<<else>><</if>> <<if $island6.uniquegatherinfo != "">>She adds: "<<print $island6.uniquegatherinfo>>"<</if>>
You ask the woman for more information about <<print $island6.name>>. She thinks for a moment, then replies:
"<<if $island6activity2 == "mine1" || $island6activity2 == "mine2" || $island6activity2 == "mine3" || $island6activity2 == "mine4">>There are deep, old mines on <<print $island6.name>>; they've been closed long ago, but rumours say there's still silver and gemstones left in the lower tunnels.<<elseif $island6activity2 == "dungeon1" || $island6activity2 == "dungeon2" || $island6activity2 == "dungeon3" || $island6activity2 == "dungeon4" || $island6activity2 == "dungeon5" || $island6activity2 == "dungeon6">>There are deep dungeons on <<print $island6.name>>; they may be filed with treasure… well-guarded treasure.<<elseif $island6activity2 == "beasts">>It's home to wild and dangerous beasts. If you want to prove yourself as a hunter, you won't find a better place.<<elseif $island6activity2 == "mindless">>They say ancient, magic-wielding undead and their creations roam the island at night.<<elseif $island6activity2 == "bandits">>A gang of dangerous ruffians lives in the wilderness on <<print $island6.name>>. These bandits cause constant trouble to the locals.<<else>>No, I don't recall anything else about <<print $island6.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island6">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island6.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering her voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island6">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island6.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering her voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island6">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island6.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering her voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island6" || $oceanpillarlocation == "Island6" || $treasurepillarlocation == "Island6">>
You have the feeling the traveller isn't telling you everything. You try to convince her to reveal her secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island6discovered == false>><<set $island6discovered to true>><<set $island6img to $island6.name>>\
<<print $island6.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling merchants. You join their company and ask about their home island. Their say they come from <<print $island7.name>>.
"It's <<if $island7.terrain == "icy">>an<<else>>a<</if>> <<print $island7.terrain>> island," they say. <<if $island7activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island7activity == "market1" || $island7activity == "market2" || $island7activity == "market3" || $island7activity == "market4" || $island7activity == "market5" || $island7activity == "market6" || $island7activity == "market7">> "We have a fine local market, with cheap, quality goods."<<elseif $island7activity == "enchanter">>"Famous for the one they call the enchanter – an eccentric recluse who makes and sells magic trinkets."<<elseif $island7activity == "witch">> "Blessed with the best alchemist in the Archipelago – though some call her 'the witch'."<<elseif $island7activity == "collector">> "A famous art collector lives on our island. He has an eye for quality and won't trade with everyone."<<elseif $island7activity == "oldsailor">> "An Old Sailor lives there, who's obsessed with pirate treasures; but he's never found any."<<else>><</if>> <<if $island7.uniquegatherinfo != "">>One merchant adds: "<<print $island7.uniquegatherinfo>>"<</if>>
You ask the merchants for more information about <<print $island7.name>>. Their leader replies:
"<<if $island7activity2 == "mine1" || $island7activity2 == "mine2" || $island7activity2 == "mine3" || $island7activity2 == "mine4">>There used to be silver mines on <<print $island7.name>>, but no one mines there any more.<<elseif $island7activity2 == "dungeon1" || $island7activity2 == "dungeon2" || $island7activity2 == "dungeon3" || $island7activity2 == "dungeon4" || $island7activity2 == "dungeon5" || $island7activity2 == "dungeon6">>If you come to <<print $island7.name>>, stay away from the dungeons – unless you really know how to handle yourself in combat.<<elseif $island7activity2 == "beasts">>Parts of the island are overrun by wild beasts. We're happy to welcome any hunter willing to cull their population.<<elseif $island7activity2 == "mindless">>It's a good place to live, except for the undead. They roam the wild parts of the island. We try not to bother them, and they usually leave us alone.<<elseif $island7activity2 == "bandits">>Bandits have a hideout somewhere on <<print $island7.name>>, no one knows where exactly. Their frequent raids are a huge problem to local people.<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island7">><<set $dragonpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island7.name>>," their leader says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island7">><<set $oceanpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island7.name>>," their leader says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island7">><<set $treasurepillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island7.name>>," their leader says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island7" || $oceanpillarlocation == "Island7" || $treasurepillarlocation == "Island7">>
You have the feeling the merchants aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island7discovered == false>><<set $island7discovered to true>>\
<<set $island7img to $island7.name>><<print $island7.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling minstrels. They gladly share information about the island they come from – <<print $island8.name>>.
"It's <<if $island8.terrain == "icy">>an<<else>>a<</if>> <<print $island8.terrain>> island," they say. <<if $island8activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island8activity == "market1" || $island8activity == "market2" || $island8activity == "market3" || $island8activity == "market4" || $island8activity == "market5" || $island8activity == "market6" || $island8activity == "market7">> "We have a large market, where you can stock up on all sorts of goods."<<elseif $island8activity == "enchanter">>"We have a famous enchanter who makes and sells all sorts of magic trinkets."<<elseif $island8activity == "witch">> "If you're looking for rare potions, you should definitely sail there and visit the witch."<<elseif $island8activity == "collector">> "A rich collector lives on our island. They say he loves art, but if that's true, why doesn't he ever invite artists to his mansion?"<<elseif $island8activity == "oldsailor">> "An Old Sailor lives on our island, who's spent his life collecting stories about pirates and treasures."<<else>><</if>> <<if $island8.uniquegatherinfo != "">>One minstrel adds: "<<print $island8.uniquegatherinfo>>"<</if>>
You ask the minstrel for more information about <<print $island8.name>>. One of them replies:
"<<if $island8activity2 == "mine1" || $island8activity2 == "mine2" || $island8activity2 == "mine3" || $island8activity2 == "mine4">>There are abandoned silver mines on <<print $island8.name>>. Some say there's still silver and gems left in the shafts.<<elseif $island8activity2 == "dungeon1" || $island8activity2 == "dungeon2" || $island8activity2 == "dungeon3" || $island8activity2 == "dungeon4" || $island8activity2 == "dungeon5" || $island8activity2 == "dungeon6">>If you're looking for adventure, and know how to fight, you should visit the dungeons of <<print $island8.name>>. Dangers and treasure await!<<elseif $island8activity2 == "beasts">>Parts of the island are overrun by wild beasts. If you're a hunter, that's where should go to look for trophies.<<elseif $island8activity2 == "mindless">>The undead roam parts of the island. No one knows why they are there, or who created them.<<elseif $island8activity2 == "bandits">>From time to time, we have trouble with bandits. For some reason, these cutthroats took a real liking to <<print $island8.name>>. If you can fight, why not go there and kill a few of them?<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island8">><<set $dragonpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island8.name>>," one of them says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island8">><<set $oceanpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island8.name>>," one of them says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island8">><<set $treasurepillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island8.name>>," one of them says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island8" || $oceanpillarlocation == "Island8" || $treasurepillarlocation == "Island8">>
You have the feeling the minstrels aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island8discovered == false>><<set $island8discovered to true>>\
<<set $island8img to $island8.name>><<print $island8.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a weary traveller. Suspicious at first, he warms towards you after you've talked for a while and tells you about <<print $island9.name>>.
"It's <<if $island9.terrain == "icy">>an<<else>>a<</if>> <<print $island9.terrain>> island I visited many times," says the traveller. <<if $island9activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island9activity == "market1" || $island9activity == "market2" || $island9activity == "market3" || $island9activity == "market4" || $island9activity == "market5" || $island9activity == "market6" || $island9activity == "market7">> "You can buy some interesting things on the local market."<<elseif $island9activity == "enchanter">>"They say it's home to a powerful enchanter, though I've never seen him; he seems to be really reclusive."<<elseif $island9activity == "witch">> "There's an old and clever potion-brewer who lives there; the locals call her a 'witch'."<<elseif $island9activity == "collector">> "A fabulously rich collector lives there, but few have ever seen his collection."<<elseif $island9activity == "oldsailor">> "An Old Sailor lives there; he's famous for having spent most of his life searching for pirate treasures."<<else>><</if>> <<if $island9.uniquegatherinfo != "">>He adds: "<<print $island9.uniquegatherinfo>>"<</if>>
You ask the man for more information about <<print $island9.name>>. He thinks for a moment, then replies:
"<<if $island9activity2 == "mine1" || $island9activity2 == "mine2" || $island9activity2 == "mine3" || $island9activity2 == "mine4">>If you're looking for silver or gemstones, you should visit the mines of <<print $island9.name>>; just be warned, they're a dangerous place.<<elseif $island9activity2 == "dungeon1" || $island9activity2 == "dungeon2" || $island9activity2 == "dungeon3" || $island9activity2 == "dungeon4" || $island9activity2 == "dungeon5" || $island9activity2 == "dungeon6">>I've heard many tales about the dungeons of <<print $island9.name>>, but I've never ventured there; if you do, you will have to fight, and I'm no fighter.<<elseif $island9activity2 == "beasts">>Part of the island is overrun by wild beasts. Locals don't go there, but a skilled hunter could make their living with ease there.<<elseif $island9activity2 == "mindless">>I've heard some really unpleasant stories about <<print $island9.name>>. They say hordes of mindless monsters lurk in the remote corners of that island.<<elseif $island9activity2 == "bandits">>The north coast of <<print $island9.name>> suffers under constant bandit attacks. The locals manage to keep the scoundrels away from their towns, but they welcome anyone willing to kill a few bandits.<<else>>No, I don't recall anything else about <<print $island9.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island9">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island9.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering his voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island9">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island9.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering his voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island9">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island9.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering his voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island9" || $oceanpillarlocation == "Island9" || $treasurepillarlocation == "Island9">>
You have the feeling the traveller isn't telling you everything. You try to convince him to reveal his secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island9discovered == false>><<set $island9discovered to true>><<set $island9img to $island9.name>>\
<<print $island9.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a curiously dressed traveller. After you've exchanged your greetings, she gladly tells you about <<print $island10.name>>.
"$island10.name is <<if $island10.terrain == "icy">>an<<else>>a<</if>> <<print $island10.terrain>> island," says the traveller. <<if $island10activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island10activity == "market1" || $island10activity == "market2" || $island10activity == "market3" || $island10activity == "market4" || $island10activity == "market5" || $island10activity == "market6" || $island10activity == "market7">> "There's a market there which sells local goods."<<elseif $island10activity == "enchanter">>"A powerful enchanter lives there; I once bought a magic ring from him."<<elseif $island10activity == "witch">> "It's home to an old witch, the best potion-brewer I've ever met."<<elseif $island10activity == "collector">> "A reclusive collector of rare artefacts has his mansion there."<<elseif $island10activity == "oldsailor">> "I met an Old Sailor there; he's spent most of his life sailing the seas and knows countless stories about pirates and treasure."<<else>><</if>> <<if $island10.uniquegatherinfo != "">>She adds: "<<print $island10.uniquegatherinfo>>"<</if>>
You ask the woman for more information about <<print $island10.name>>. She thinks for a moment, then replies:
"<<if $island10activity2 == "mine1" || $island10activity2 == "mine2" || $island10activity2 == "mine3" || $island10activity2 == "mine4">>There are deep, old mines on <<print $island10.name>>; they've been closed long ago, but rumours say there's still silver and gemstones left in the lower tunnels.<<elseif $island10activity2 == "dungeon1" || $island10activity2 == "dungeon2" || $island10activity2 == "dungeon3" || $island10activity2 == "dungeon4" || $island10activity2 == "dungeon5" || $island10activity2 == "dungeon6">>There are deep dungeons on <<print $island10.name>>; they may be filed with treasure… well-guarded treasure.<<elseif $island10activity2 == "beasts">>It's home to wild and dangerous beasts. If you want to prove yourself as a hunter, you won't find a better place.<<elseif $island10activity2 == "mindless">>They say ancient, magic-wielding undead and their creations roam the island at night.<<elseif $island10activity2 == "bandits">>A gang of dangerous ruffians lives in the wilderness on <<print $island10.name>>. These bandits cause constant trouble to the locals.<<else>>No, I don't recall anything else about <<print $island10.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island10">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island10.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering her voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island10">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island10.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering her voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island10">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island10.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering her voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island10" || $oceanpillarlocation == "Island10" || $treasurepillarlocation == "Island10">>
You have the feeling the traveller isn't telling you everything. You try to convince her to reveal her secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island10discovered == false>><<set $island10discovered to true>><<set $island10img to $island10.name>>\
<<print $island10.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling merchants. You join their company and ask about their home island. Their say they come from <<print $island11.name>>.
"It's <<if $island11.terrain == "icy">>an<<else>>a<</if>> <<print $island11.terrain>> island," they say. <<if $island11activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island11activity == "market1" || $island11activity == "market2" || $island11activity == "market3" || $island11activity == "market4" || $island11activity == "market5" || $island11activity == "market6" || $island11activity == "market7">> "We have a fine local market, with cheap, quality goods."<<elseif $island11activity == "enchanter">>"Famous for the one they call the enchanter – an eccentric recluse who makes and sells magic trinkets."<<elseif $island11activity == "witch">> "Blessed with the best alchemist in the Archipelago – though some call her 'the witch'."<<elseif $island11activity == "collector">> "A famous art collector lives on our island. He has an eye for quality and won't trade with everyone."<<elseif $island11activity == "oldsailor">> "An Old Sailor lives there, who's obsessed with pirate treasures; but he's never found any."<<else>><</if>> <<if $island11.uniquegatherinfo != "">>One merchant adds: "<<print $island11.uniquegatherinfo>>"<</if>>
You ask the merchants for more information about <<print $island11.name>>. Their leader replies:
"<<if $island11activity2 == "mine1" || $island11activity2 == "mine2" || $island11activity2 == "mine3" || $island11activity2 == "mine4">>There used to be silver mines on <<print $island11.name>>, but no one mines there any more.<<elseif $island11activity2 == "dungeon1" || $island11activity2 == "dungeon2" || $island11activity2 == "dungeon3" || $island11activity2 == "dungeon4" || $island11activity2 == "dungeon5" || $island11activity2 == "dungeon6">>If you come to <<print $island11.name>>, stay away from the dungeons – unless you really know how to handle yourself in combat.<<elseif $island11activity2 == "beasts">>Parts of the island are overrun by wild beasts. We're happy to welcome any hunter willing to cull their population.<<elseif $island11activity2 == "mindless">>It's a good place to live, except for the undead. They roam the wild parts of the island. We try not to bother them, and they usually leave us alone.<<elseif $island11activity2 == "bandits">>Bandits have a hideout somewhere on <<print $island11.name>>, no one knows where exactly. Their frequent raids are a huge problem to local people.<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island11">><<set $dragonpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island11.name>>," their leader says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island11">><<set $oceanpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island11.name>>," their leader says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island11">><<set $treasurepillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island11.name>>," their leader says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island11" || $oceanpillarlocation == "Island11" || $treasurepillarlocation == "Island11">>
You have the feeling the merchants aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island11discovered == false>><<set $island11discovered to true>>\
<<set $island11img to $island11.name>><<print $island11.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling minstrels. They gladly share information about the island they come from – <<print $island12.name>>.
"It's <<if $island12.terrain == "icy">>an<<else>>a<</if>> <<print $island12.terrain>> island," they say. <<if $island12activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island12activity == "market1" || $island12activity == "market2" || $island12activity == "market3" || $island12activity == "market4" || $island12activity == "market5" || $island12activity == "market6" || $island12activity == "market7">> "We have a large market, where you can stock up on all sorts of goods."<<elseif $island12activity == "enchanter">>"We have a famous enchanter who makes and sells all sorts of magic trinkets."<<elseif $island12activity == "witch">> "If you're looking for rare potions, you should definitely sail there and visit the witch."<<elseif $island12activity == "collector">> "A rich collector lives on our island. They say he loves art, but if that's true, why doesn't he ever invite artists to his mansion?"<<elseif $island12activity == "oldsailor">> "An Old Sailor lives on our island, who's spent his life collecting stories about pirates and treasures."<<else>><</if>> <<if $island12.uniquegatherinfo != "">>One minstrel adds: "<<print $island12.uniquegatherinfo>>"<</if>>
You ask the minstrel for more information about <<print $island12.name>>. One of them replies:
"<<if $island12activity2 == "mine1" || $island12activity2 == "mine2" || $island12activity2 == "mine3" || $island12activity2 == "mine4">>There are abandoned silver mines on <<print $island12.name>>. Some say there's still silver and gems left in the shafts.<<elseif $island12activity2 == "dungeon1" || $island12activity2 == "dungeon2" || $island12activity2 == "dungeon3" || $island12activity2 == "dungeon4" || $island12activity2 == "dungeon5" || $island12activity2 == "dungeon6">>If you're looking for adventure, and know how to fight, you should visit the dungeons of <<print $island12.name>>. Dangers and treasure await!<<elseif $island12activity2 == "beasts">>Parts of the island are overrun by wild beasts. If you're a hunter, that's where should go to look for trophies.<<elseif $island12activity2 == "mindless">>The undead roam parts of the island. No one knows why they are there, or who created them.<<elseif $island12activity2 == "bandits">>From time to time, we have trouble with bandits. For some reason, these cutthroats took a real liking to <<print $island12.name>>. If you can fight, why not go there and kill a few of them?<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island12">><<set $dragonpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island12.name>>," one of them says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island12">><<set $oceanpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island12.name>>," one of them says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island12">><<set $treasurepillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island12.name>>," one of them says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island12" || $oceanpillarlocation == "Island12" || $treasurepillarlocation == "Island12">>
You have the feeling the minstrels aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island12discovered == false>><<set $island12discovered to true>>\
<<set $island12img to $island12.name>><<print $island12.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a weary traveller. Suspicious at first, he warms towards you after you've talked for a while and tells you about <<print $island13.name>>.
"It's <<if $island13.terrain == "icy">>an<<else>>a<</if>> <<print $island13.terrain>> island I visited many times," says the traveller. <<if $island13activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island13activity == "market1" || $island13activity == "market2" || $island13activity == "market3" || $island13activity == "market4" || $island13activity == "market5" || $island13activity == "market6" || $island13activity == "market7">> "You can buy some interesting things on the local market."<<elseif $island13activity == "enchanter">>"They say it's home to a powerful enchanter, though I've never seen him; he seems to be really reclusive."<<elseif $island13activity == "witch">> "There's an old and clever potion-brewer who lives there; the locals call her a 'witch'."<<elseif $island13activity == "collector">> "A fabulously rich collector lives there, but few have ever seen his collection."<<elseif $island13activity == "oldsailor">> "An Old Sailor lives there; he's famous for having spent most of his life searching for pirate treasures."<<else>><</if>> <<if $island13.uniquegatherinfo != "">>He adds: "<<print $island13.uniquegatherinfo>>"<</if>>
You ask the man for more information about <<print $island13.name>>. He thinks for a moment, then replies:
"<<if $island13activity2 == "mine1" || $island13activity2 == "mine2" || $island13activity2 == "mine3" || $island13activity2 == "mine4">>If you're looking for silver or gemstones, you should visit the mines of <<print $island13.name>>; just be warned, they're a dangerous place.<<elseif $island13activity2 == "dungeon1" || $island13activity2 == "dungeon2" || $island13activity2 == "dungeon3" || $island13activity2 == "dungeon4" || $island13activity2 == "dungeon5" || $island13activity2 == "dungeon6">>I've heard many tales about the dungeons of <<print $island13.name>>, but I've never ventured there; if you do, you will have to fight, and I'm no fighter.<<elseif $island13activity2 == "beasts">>Part of the island is overrun by wild beasts. Locals don't go there, but a skilled hunter could make their living with ease there.<<elseif $island13activity2 == "mindless">>I've heard some really unpleasant stories about <<print $island13.name>>. They say hordes of mindless monsters lurk in the remote corners of that island.<<elseif $island13activity2 == "bandits">>The north coast of <<print $island13.name>> suffers under constant bandit attacks. The locals manage to keep the scoundrels away from their towns, but they welcome anyone willing to kill a few bandits.<<else>>No, I don't recall anything else about <<print $island13.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island13">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island13.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering his voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island13">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island13.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering his voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island13">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince him to reveal the secret.
"When exploring <<print $island13.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering his voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island13" || $oceanpillarlocation == "Island13" || $treasurepillarlocation == "Island13">>
You have the feeling the traveller isn't telling you everything. You try to convince him to reveal his secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island13discovered == false>><<set $island13discovered to true>>\
<<set $island13img to $island13.name>><<print $island13.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a curiously dressed traveller. After you've exchanged your greetings, she gladly tells you about <<print $island14.name>>.
"$island14.name is <<if $island14.terrain == "icy">>an<<else>>a<</if>> <<print $island14.terrain>> island," says the traveller. <<if $island14activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island14activity == "market1" || $island14activity == "market2" || $island14activity == "market3" || $island14activity == "market4" || $island14activity == "market5" || $island14activity == "market6" || $island14activity == "market7">> "There's a market there which sells local goods."<<elseif $island14activity == "enchanter">>"A powerful enchanter lives there; I once bought a magic ring from him."<<elseif $island14activity == "witch">> "It's home to an old witch, the best potion-brewer I've ever met."<<elseif $island14activity == "collector">> "A reclusive collector of rare artefacts has his mansion there."<<elseif $island14activity == "oldsailor">> "I met an Old Sailor there; he's spent most of his life sailing the seas and knows countless stories about pirates and treasure."<<else>><</if>> <<if $island14.uniquegatherinfo != "">>She adds: "<<print $island14.uniquegatherinfo>>"<</if>>
You ask the woman for more information about <<print $island14.name>>. She thinks for a moment, then replies:
"<<if $island14activity2 == "mine1" || $island14activity2 == "mine2" || $island14activity2 == "mine3" || $island14activity2 == "mine4">>There are deep, old mines on <<print $island14.name>>; they've been closed long ago, but rumours say there's still silver and gemstones left in the lower tunnels.<<elseif $island14activity2 == "dungeon1" || $island14activity2 == "dungeon2" || $island14activity2 == "dungeon3" || $island14activity2 == "dungeon4" || $island14activity2 == "dungeon5" || $island14activity2 == "dungeon6">>There are deep dungeons on <<print $island14.name>>; they may be filed with treasure… well-guarded treasure.<<elseif $island14activity2 == "beasts">>It's home to wild and dangerous beasts. If you want to prove yourself as a hunter, you won't find a better place.<<elseif $island14activity2 == "mindless">>They say ancient, magic-wielding undead and their creations roam the island at night.<<elseif $island14activity2 == "bandits">>A gang of dangerous ruffians lives in the wilderness on <<print $island14.name>>. These bandits cause constant trouble to the locals.<<else>>No, I don't recall anything else about <<print $island14.name>>.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island14">><<set $dragonpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island14.name>>, I once stumbled upon an ancient pillar of black stone," the traveller says, lowering her voice. "It was covered with carvings of dragons and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $oceanpillarlocation == "Island14">><<set $oceanpillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island14.name>>, I once stumbled upon an ancient pillar of white stone," the traveller says, lowering her voice. "It was covered with carvings of sea creatures and strange symbols. I felt like there was some important message hidden in the carvings, but I couldn't make any sense of it."
<<elseif $treasurepillarlocation == "Island14">><<set $treasurepillardiscovered to true>>
You have the feeling the traveller isn't telling you everything. You use your unequalled charisma to convince her to reveal the secret.
"When exploring <<print $island14.name>>, I once stumbled upon an ancient pillar of yellow stone," the traveller says, lowering her voice. "It was covered with carvings that looked like an outline of a map. I felt like the map was important, but I couldn't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island14" || $oceanpillarlocation == "Island14" || $treasurepillarlocation == "Island14">>
You have the feeling the traveller isn't telling you everything. You try to convince her to reveal her secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island14discovered == false>><<set $island14discovered to true>>\
<<set $island14img to $island14.name>><<print $island14.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling merchants. You join their company and ask about their home island. Their say they come from <<print $island15.name>>.
"It's <<if $island15.terrain == "icy">>an<<else>>a<</if>> <<print $island15.terrain>> island," they say. <<if $island15activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island15activity == "market1" || $island15activity == "market2" || $island15activity == "market3" || $island15activity == "market4" || $island15activity == "market5" || $island15activity == "market6" || $island15activity == "market7">> "We have a fine local market, with cheap, quality goods."<<elseif $island15activity == "enchanter">>"Famous for the one they call the enchanter – an eccentric recluse who makes and sells magic trinkets."<<elseif $island15activity == "witch">> "Blessed with the best alchemist in the Archipelago – though some call her 'the witch'."<<elseif $island15activity == "collector">> "A famous art collector lives on our island. He has an eye for quality and won't trade with everyone."<<elseif $island15activity == "oldsailor">> "An Old Sailor lives there, who's obsessed with pirate treasures; but he's never found any."<<else>><</if>> <<if $island15.uniquegatherinfo != "">>One merchant adds: "<<print $island15.uniquegatherinfo>>"<</if>>
You ask the merchants for more information about <<print $island15.name>>. Their leader replies:
"<<if $island15activity2 == "mine1" || $island15activity2 == "mine2" || $island15activity2 == "mine3" || $island15activity2 == "mine4">>There used to be silver mines on <<print $island15.name>>, but no one mines there any more.<<elseif $island15activity2 == "dungeon1" || $island15activity2 == "dungeon2" || $island15activity2 == "dungeon3" || $island15activity2 == "dungeon4" || $island15activity2 == "dungeon5" || $island15activity2 == "dungeon6">>If you come to <<print $island15.name>>, stay away from the dungeons – unless you really know how to handle yourself in combat.<<elseif $island15activity2 == "beasts">>Parts of the island are overrun by wild beasts. We're happy to welcome any hunter willing to cull their population.<<elseif $island15activity2 == "mindless">>It's a good place to live, except for the undead. They roam the wild parts of the island. We try not to bother them, and they usually leave us alone.<<elseif $island15activity2 == "bandits">>Bandits have a hideout somewhere on <<print $island15.name>>, no one knows where exactly. Their frequent raids are a huge problem to local people.<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island15">><<set $dragonpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island15.name>>," their leader says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island15">><<set $oceanpillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island15.name>>," their leader says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island15">><<set $treasurepillardiscovered to true>>
You have the feeling the merchants aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island15.name>>," their leader says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island15" || $oceanpillarlocation == "Island15" || $treasurepillarlocation == "Island15">>
You have the feeling the merchants aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island15discovered == false>><<set $island15discovered to true>><<set $island15img to $island15.name>>\
<<print $island15.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]At the inn at $currentislandname you meet a group of travelling minstrels. They gladly share information about the island they come from – <<print $island16.name>>.
"It's <<if $island16.terrain == "icy">>an<<else>>a<</if>> <<print $island16.terrain>> island," they say. <<if $island16activity == "mainmarket">> "The most important trade hub in the Archipelago, home to the Academy and the Hunter's Guild."<</if>>\
<<if $island16activity == "market1" || $island16activity == "market2" || $island16activity == "market3" || $island16activity == "market4" || $island16activity == "market5" || $island16activity == "market6" || $island16activity == "market7">> "We have a large market, where you can stock up on all sorts of goods."<<elseif $island16activity == "enchanter">>"We have a famous enchanter who makes and sells all sorts of magic trinkets."<<elseif $island16activity == "witch">> "If you're looking for rare potions, you should definitely sail there and visit the witch."<<elseif $island16activity == "collector">> "A rich collector lives on our island. They say he loves art, but if that's true, why doesn't he ever invite artists to his mansion?"<<elseif $island16activity == "oldsailor">> "An Old Sailor lives on our island, who's spent his life collecting stories about pirates and treasures."<<else>><</if>> <<if $island16.uniquegatherinfo != "">>One minstrel adds: "<<print $island16.uniquegatherinfo>>"<</if>>
You ask the minstrel for more information about <<print $island16.name>>. One of them replies:
"<<if $island16activity2 == "mine1" || $island16activity2 == "mine2" || $island16activity2 == "mine3" || $island16activity2 == "mine4">>There are abandoned silver mines on <<print $island16.name>>. Some say there's still silver and gems left in the shafts.<<elseif $island16activity2 == "dungeon1" || $island16activity2 == "dungeon2" || $island16activity2 == "dungeon3" || $island16activity2 == "dungeon4" || $island16activity2 == "dungeon5" || $island16activity2 == "dungeon6">>If you're looking for adventure, and know how to fight, you should visit the dungeons of <<print $island16.name>>. Dangers and treasure await!<<elseif $island16activity2 == "beasts">>Parts of the island are overrun by wild beasts. If you're a hunter, that's where should go to look for trophies.<<elseif $island16activity2 == "mindless">>The undead roam parts of the island. No one knows why they are there, or who created them.<<elseif $island16activity2 == "bandits">>From time to time, we have trouble with bandits. For some reason, these cutthroats took a real liking to <<print $island16.name>>. If you can fight, why not go there and kill a few of them?<<else>>There's nothing special about our island. But it's a good, peaceful place to live.<</if>>"
<<if $charisma == 2>>\
<<if $dragonpillarlocation == "Island16">><<set $dragonpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of black stone on <<print $island16.name>>," one of them says. "It's covered with carvings of dragons and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $oceanpillarlocation == "Island16">><<set $oceanpillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of white stone on <<print $island16.name>>," one of them says. "It's covered with carvings of sea creatures and strange symbols. We think there must be some important message hidden in the carvings, but we can't decipher it."
<<elseif $treasurepillarlocation == "Island16">><<set $treasurepillardiscovered to true>>
You have the feeling the minstrels aren't telling you everything. You use your unequalled charisma to convince them to reveal the secret.
"There's a curious ancient pillar of yellow stone on <<print $island16.name>>," one of them says. "It's covered with carvings that look like an outline of a map. We think the map might be important, but we can't make any sense of it."
<</if>>\
<<else>>\
<<if $dragonpillarlocation == "Island16" || $oceanpillarlocation == "Island16" || $treasurepillarlocation == "Island16">>
You have the feeling the minstrels aren't telling you everything. You try to convince them to reveal their secret, but to no avail.
<span class = "red">(Charisma 2 required)</span>
<</if>><</if>>\
<<if $island16discovered == false>><<set $island16discovered to true>><<set $island16img to $island16.name>>\
<<print $island16.name>> was added to your map and journal!
<</if>>\
[[Continue|$return]]A bottle containing an alchemical mixture. When thrown,
it explodes violently, dealing 20-30 points of damage.
<a class="link-internal ui-close">Close</a><<if tags().includes("noreturn")>>\
<</if>>\
<<if $playerdead != true && $noinventory != true>>
<<if tags().includes("savespot")>>
[[Level up skills|levelup]]
<<elseif passage() is "levelup">>
<<link "Close Level up view" $return>><</link>>
<<elseif tags().includes("combat") && tags().includes("noreturn") != true>>
<<elseif tags().includes("noreturn") != true>>
[[Skills|charsheet]]
<<elseif passage() is "charsheet">>
<<link "Close Skills view" $return>><</link>>
<</if>>
<<if passage() is "Inventory" || passage() is "InventoryWeapons" || passage() is "InventoryArmour" || passage() is "InventoryTrinkets" || passage() is "InventoryMisc">>
<<link "Close Inventory" $return>><<set $initiative to true>><</link>>
<<elseif tags().includes("noreturn") != true>>
[[Inventory]]
<</if>>
<<if passage() is "TravelMap">>
<<link "Close Map" $return>><<set $guidingwindscast to false>><</link>>
<</if>>
<<if tags().includes("noreturn") != true>>
[[Journal|Quests]]
<<elseif passage() is "Quests" || passage() is "Islands" || passage() is "Spellbook" || passage() is "Techniques" || passage() is "Codex" || passage() is "journalhowtoplay" || passage() is "journaltips">>
<<link "Close Journal" $return>><<set $initiative to true>><</link>>
<</if>>
<<if $ally.name != "none">>
<<if tags().includes("noreturn") != true>>[[Ally|allytab]]
<<elseif passage() is "allytab">>
<<link "Close the Ally view" $return>><</link>><</if>><</if>><</if>>
<<if tags().includes("savespot")>><<link "Save/load game">><<script>>UI.saves()<</script>><</link>><<else>><<link "Load game">><<script>>UI.saves()<</script>><</link>><</if>>
<span class = "heading">PRIMARY SKILLS</span>
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Combat">><<script>>
Dialog.setup("Combat");
Dialog.wiki(Story.get("Combatstat").processText());
Dialog.open();
<</script>><</link>></span>: <<if $combat == 0>>untrained<<else>>level $combat/2<</if>></div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Magic">><<script>>
Dialog.setup("Magic");
Dialog.wiki(Story.get("Magic").processText());
Dialog.open();
<</script>><</link>></span>: <<if $magic == 0>>untrained<<else>>level $magic/2<</if>></div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Trading">><<script>>
Dialog.setup("Trading");
Dialog.wiki(Story.get("Trading").processText());
Dialog.open();
<</script>><</link>></span>: <<if $trading == 0>>untrained<<else>>level $trading/2<</if>></div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Charisma">><<script>>
Dialog.setup("Charisma");
Dialog.wiki(Story.get("Charisma").processText());
Dialog.open();
<</script>><</link>></span>: <<if $charisma == 0>>untrained<<else>>level $charisma/2<</if>></div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Survival">><<script>>
Dialog.setup("Survival");
Dialog.wiki(Story.get("Survival").processText());
Dialog.open();
<</script>><</link>></span>: <<if $survival == 0>>untrained<<else>>level $survival/2<</if>></div>\
</div>\
<div class = "row">\
<span class = "heading">SECONDARY SKILLS</span>
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Vitality">><<script>>
Dialog.setup("Vitality");
Dialog.wiki(Story.get("Vitality").processText());
Dialog.open();
<</script>><</link>></span>: level $vitality/5</div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Focus">><<script>>
Dialog.setup("Focus");
Dialog.wiki(Story.get("Focus").processText());
Dialog.open();
<</script>><</link>></span>: level $focus/5</div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Brawn">><<script>>
Dialog.setup("Brawn");
Dialog.wiki(Story.get("Brawn").processText());
Dialog.open();
<</script>><</link>></span>: level $brawn/5</div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Spellpower">><<script>>
Dialog.setup("Spellpower");
Dialog.wiki(Story.get("Spellpower").processText());
Dialog.open();
<</script>><</link>></span>: level $spellpower/5</div>\
</div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Fortune">><<script>>
Dialog.setup("Fortune");
Dialog.wiki(Story.get("Fortune").processText());
Dialog.open();
<</script>><</link>></span>: level $fortune/5</div>\
</div>\
[[Close|$return]]<span class = "heading">QUESTS</span><span id = "tab">[[ISLANDS|Islands]]</span><span id = "tab">[[CODEX|Codex]]</span><span id = "tab">[[TECHNIQUES|Techniques]]</span><span id = "tab">[[SPELLBOOK|Spellbook]]</span><span id = "tab">[[HOW TO PLAY|journalhowtoplay]]</span>
[[Close Journal|$return][$initiative to true]]
<span class = "heading"><h3>MAIN OBJECTIVE</h3></span>
<<if $objective == "treasure">>\
<<treasureobjective>>
<<elseif $objective == "weather">>\
<<weatherobjective>>
<<elseif $objective == "queen">>\
<<queenobjective>>
<<else>><</if>>\
<span class = "heading"><h3>ACTIVE QUESTS</h3></span>
<<if $island1queststarted && not $island1questfinished>>\
<span class = "heading"><<print $island1.name>>:</span> <<print $island1quest.journal>>
<</if>>\
<<if $island2queststarted && not $island2questfinished>>\
<span class = "heading"><<print $island2.name>>:</span> <<print $island2quest.journal>>
<</if>>\
<<if $island3queststarted && not $island3questfinished>>\
<span class = "heading"><<print $island3.name>>:</span> <<print $island3quest.journal>>
<</if>>\
<<if $island4queststarted && not $island4questfinished>>\
<span class = "heading"><<print $island4.name>>:</span> <<print $island4quest.journal>>
<</if>>\
<<if $island5queststarted && not $island5questfinished>>\
<span class = "heading"><<print $island5.name>>:</span> <<print $island5quest.journal>>
<</if>>\
<<if $island6queststarted && not $island6questfinished>>\
<span class = "heading"><<print $island6.name>>:</span> <<print $island6quest.journal>>
<</if>>\
<<if $island7queststarted && not $island7questfinished>>\
<span class = "heading"><<print $island7.name>>:</span> <<print $island7quest.journal>>
<</if>>\
<<if $island8queststarted && not $island8questfinished>>\
<span class = "heading"><<print $island8.name>>:</span> <<print $island8quest.journal>>
<</if>>\
<<if $island9queststarted && not $island9questfinished>>\
<span class = "heading"><<print $island9.name>>:</span> <<print $island9quest.journal>>
<</if>>\
<<if $island10queststarted && not $island10questfinished>>\
<span class = "heading"><<print $island10.name>>:</span> <<print $island10quest.journal>>
<</if>>\
<<if $island11queststarted && not $island11questfinished>>\
<span class = "heading"><<print $island11.name>>:</span> <<print $island11quest.journal>>
<</if>>\
<<if $island12queststarted && not $island12questfinished>>\
<span class = "heading"><<print $island12.name>>:</span> <<print $island12quest.journal>>
<</if>>\
<<if $island13queststarted && not $island13questfinished>>\
<span class = "heading"><<print $island13.name>>:</span> <<print $island13quest.journal>>
<</if>>\
<<if $island14queststarted && not $island14questfinished>>\
<span class = "heading"><<print $island14.name>>:</span> <<print $island14quest.journal>>
<</if>>\
<<if $island15queststarted && not $island15questfinished>>\
<span class = "heading"><<print $island15.name>>:</span> <<print $island15quest.journal>>
<</if>>\
<<if $island16queststarted && not $island16questfinished>>\
<span class = "heading"><<print $island16.name>>:</span> <<print $island16quest.journal>>
<</if>>\
<span class = "heading"><h3>COMPLETED QUESTS</h3></span>
<<if $island1questfinished>>\
<span class = "heading"><<print $island1.name>>:</span> <<print $island1quest.journalfinished>>
<</if>>\
<<if $island2questfinished>>\
<span class = "heading"><<print $island2.name>>:</span> <<print $island2quest.journalfinished>>
<</if>>\
<<if $island3questfinished>>\
<span class = "heading"><<print $island3.name>>:</span> <<print $island3quest.journalfinished>>
<</if>>\
<<if $island4questfinished>>\
<span class = "heading"><<print $island4.name>>:</span> <<print $island4quest.journalfinished>>
<</if>>\
<<if $island5questfinished>>\
<span class = "heading"><<print $island5.name>>:</span> <<print $island5quest.journalfinished>>
<</if>>\
<<if $island6questfinished>>\
<span class = "heading"><<print $island6.name>>:</span> <<print $island6quest.journalfinished>>
<</if>>\
<<if $island7questfinished>>\
<span class = "heading"><<print $island7.name>>:</span> <<print $island7quest.journalfinished>>
<</if>>\
<<if $island8questfinished>>\
<span class = "heading"><<print $island8.name>>:</span> <<print $island8quest.journalfinished>>
<</if>>\
<<if $island9questfinished>>\
<span class = "heading"><<print $island9.name>>:</span> <<print $island9quest.journalfinished>>
<</if>>\
<<if $island10questfinished>>\
<span class = "heading"><<print $island10.name>>:</span> <<print $island10quest.journalfinished>>
<</if>>\
<<if $island11questfinished>>\
<span class = "heading"><<print $island11.name>>:</span> <<print $island11quest.journalfinished>>
<</if>>\
<<if $island12questfinished>>\
<span class = "heading"><<print $island12.name>>:</span> <<print $island12quest.journalfinished>>
<</if>>\
<<if $island13questfinished>>\
<span class = "heading"><<print $island13.name>>:</span> <<print $island13quest.journalfinished>>
<</if>>\
<<if $island14questfinished>>\
<span class = "heading"><<print $island14.name>>:</span> <<print $island14quest.journalfinished>>
<</if>>\
<<if $island15questfinished>>\
<span class = "heading"><<print $island15.name>>:</span> <<print $island15quest.journalfinished>>
<</if>>\
<<if $island16questfinished>>\
<span class = "heading"><<print $island16.name>>:</span> <<print $island16quest.journalfinished>>
<</if>>\
<span class = "heading"><h3>RUMOURS</h3></span>
<<if $island1rumourchecked && $island1quest.name != "none" && $island1queststarted != true>>\
<span class = "heading"><<print $island1.name>>:</span> <<print $island1quest.rumourjournal>>
<</if>>\
<<if $island2rumourchecked && $island2quest.name != "none" && $island2queststarted != true>>\
<span class = "heading"><<print $island2.name>>:</span> <<print $island2quest.rumourjournal>>
<</if>>\
<<if $island3rumourchecked && $island3quest.name != "none" && $island3queststarted != true>>\
<span class = "heading"><<print $island3.name>>:</span> <<print $island3quest.rumourjournal>>
<</if>>\
<<if $island4rumourchecked && $island4quest.name != "none" && $island4queststarted != true>>\
<span class = "heading"><<print $island4.name>>:</span> <<print $island4quest.rumourjournal>>
<</if>>\
<<if $island5rumourchecked && $island5quest.name != "none" && $island5queststarted != true>>\
<span class = "heading"><<print $island5.name>>:</span> <<print $island5quest.rumourjournal>>
<</if>>\
<<if $island6rumourchecked && $island6quest.name != "none" && $island6queststarted != true>>\
<span class = "heading"><<print $island6.name>>:</span> <<print $island6quest.rumourjournal>>
<</if>>\
<<if $island7rumourchecked && $island7quest.name != "none" && $island7queststarted != true>>\
<span class = "heading"><<print $island7.name>>:</span> <<print $island7quest.rumourjournal>>
<</if>>\
<<if $island8rumourchecked && $island8quest.name != "none" && $island8queststarted != true>>\
<span class = "heading"><<print $island8.name>>:</span> <<print $island8quest.rumourjournal>>
<</if>>\
<<if $island9rumourchecked && $island9quest.name != "none" && $island9queststarted != true>>\
<span class = "heading"><<print $island9.name>>:</span> <<print $island9quest.rumourjournal>>
<</if>>\
<<if $island10rumourchecked && $island10quest.name != "none" && $island10queststarted != true>>\
<span class = "heading"><<print $island10.name>>:</span> <<print $island10quest.rumourjournal>>
<</if>>\
<<if $island11rumourchecked && $island11quest.name != "none" && $island11queststarted != true>>\
<span class = "heading"><<print $island11.name>>:</span> <<print $island11quest.rumourjournal>>
<</if>>\
<<if $island12rumourchecked && $island12quest.name != "none" && $island12queststarted != true>>\
<span class = "heading"><<print $island12.name>>:</span> <<print $island12quest.rumourjournal>>
<</if>>\
<<if $island13rumourchecked && $island13quest.name != "none" && $island13queststarted != true>>\
<span class = "heading"><<print $island13.name>>:</span> <<print $island13quest.rumourjournal>>
<</if>>\
<<if $island14rumourchecked && $island14quest.name != "none" && $island14queststarted != true>>\
<span class = "heading"><<print $island14.name>>:</span> <<print $island14quest.rumourjournal>>
<</if>>\
<<if $island15rumourchecked && $island15quest.name != "none" && $island15queststarted != true>>\
<span class = "heading"><<print $island15.name>>:</span> <<print $island15quest.rumourjournal>>
<</if>>\
<<if $island16rumourchecked && $island16quest.name != "none" && $island16queststarted != true>>\
<span class = "heading"><<print $island16.name>>:</span> <<print $island16quest.rumourjournal>>
<</if>>\
<<if $currenthunt == "none" || $currenthunt == "finished">><<else>>
<span class = "heading"><h3>HUNTERS' GUILD MISSIONS</h3></span><</if>>
<<if $currenthunt == "hunt1" && $huntreward>>\
You've hunted down <<print $hunt1enemy.name>>. Return to the Hunters' Guild to claim your reward.
<<elseif $currenthunt == "hunt1">>\
You've accepted a request for killing <<print $hunt1enemy.nameundetermined>> on <<print $hunt1island.name>>.
<<elseif $currenthunt == "hunt2" && $huntreward>>\
You've hunted down <<print $hunt2enemy.name>>. Return to the Hunters' Guild to claim your reward.
<<elseif $currenthunt == "hunt2">>\
You've accepted a request for killing <<print $hunt2enemy.nameundetermined>> on <<print $hunt2island.name>>.
<<elseif $currenthunt == "hunt3" && $huntreward>>\
You've hunted down <<print $hunt3enemy.name>>. Return to the Hunters' Guild to claim your reward.
<<elseif $currenthunt == "hunt3">>\
You've accepted a request for killing <<print $hunt3enemy.nameundetermined>> on <<print $hunt3island.name>>.
<<elseif $currenthunt == "hunt4" && $huntreward>>\
You've hunted down <<print $hunt4enemy.name>>. Return to the Hunters' Guild to claim your reward.
<<elseif $currenthunt == "hunt4">>\
You've accepted a request for killing <<print $hunt4enemy.nameundetermined>> on <<print $hunt4island.name>>.
<<elseif $currenthunt == "hunt5" && $huntreward>>\
You've hunted down <<print $hunt5enemy.name>>. Return to the Hunters' Guild to claim your reward.
<<elseif $currenthunt == "hunt5">>\
You've accepted a request for killing <<print $hunt5enemy.nameundetermined>> on <<print $hunt5island.name>>.
<</if>>\
<<if $tamerquest == 1 || $tamerquest == 2 || $tamerquest == 3>><span class = "heading"><h3>BEAST TAMER'S REQUEST</h3></span><</if>>
<<if $tamerquest == 1>>\
The Beast Tamer asked you to bring him a flicker beetle.
<<elseif $tamerquest == 2>>\
The Beast Tamer asked you to bring him a dark wolf.
<<elseif $tamerquest == 3>>\
The Beast Tamer asked you to bring him a phantom spider.
<<else>><</if>>\
<<if $wanderermet > 0 && $wanderermet < 16>>\
You've met a mysterious woman calling herself "the Wanderer", who's travelling the Archipelago. She told you she was going to visit some <<wandererterrain>> island next.
<</if>>\
<<silently>><<initialiseisland1>><<setlinknames>><</silently>>\
<<if $island1discovered != true>><<set $island1discovered to true>><<set $island1img to $island1.name>><</if>><<if $island1visited != true>><<set $island1visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island1.name>>.
<<link [[Land on the shore|Island1]]>><<decreaseexplorecounters>><</link>>
<<silently>><<initialiseisland2>><<setlinknames>><</silently>>\
<<if $island2discovered != true>><<set $island2discovered to true>><<set $island2img to $island2.name>><</if>><<if $island2visited != true>><<set $island2visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island2.name>>.
<<link [[Land on the shore|Island2]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland3>><<setlinknames>><</silently>>\
<<if $island3discovered != true>><<set $island3discovered to true>><<set $island3img to $island3.name>><</if>><<if $island3visited != true>><<set $island3visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island3.name>>.
<<link [[Land on the shore|Island3]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland4>><<setlinknames>><</silently>>\
<<if $island4discovered != true>><<set $island4discovered to true>><<set $island4img to $island4.name>><</if>><<if $island4visited != true>><<set $island4visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island4.name>>.
<<link [[Land on the shore|Island4]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland5>><<setlinknames>><</silently>>\
<<set $island5img to $island5.name>><<if $island5discovered != true>><<set $island5discovered to true>><</if>><<if $island5visited != true>><<set $island5visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island5.name>>.
<<link [[Land on the shore|Island5]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland6>><<setlinknames>><</silently>>\
<<if $island6discovered != true>><<set $island6discovered to true>><<set $island6img to $island6.name>><</if>><<if $island6visited != true>><<set $island6visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island6.name>>.
<<link [[Land on the shore|Island6]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland7>><<setlinknames>><</silently>>\
<<if $island7discovered != true>><<set $island7discovered to true>><<set $island7img to $island7.name>><</if>><<if $island7visited != true>><<set $island7visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island7.name>>.
<<link [[Land on the shore|Island7]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland8>><<setlinknames>><</silently>>\
<<if $island8discovered != true>><<set $island8discovered to true>><<set $island8img to $island8.name>><</if>><<if $island8visited != true>><<set $island8visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island8.name>>.
<<link [[Land on the shore|Island8]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland9>><<setlinknames>><</silently>>\
<<if $island9discovered != true>><<set $island9discovered to true>><<set $island9img to $island9.name>><</if>><<if $island9visited != true>><<set $island9visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island9.name>>.
<<link [[Land on the shore|Island9]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland10>><<setlinknames>><</silently>>\
<<if $island10discovered != true>><<set $island10discovered to true>><<set $island10img to $island10.name>><</if>><<if $island10visited != true>><<set $island10visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island10.name>>.
<<link [[Land on the shore|Island10]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland11>><<setlinknames>><</silently>>\
<<if $island11discovered != true>><<set $island11discovered to true>><<set $island11img to $island11.name>><</if>><<if $island11visited != true>><<set $island11visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island11.name>>.
<<link [[Land on the shore|Island11]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland12>><<setlinknames>><</silently>>\
<<if $island12discovered != true>><<set $island12discovered to true>><<set $island12img to $island12.name>><</if>><<if $island12visited != true>><<set $island12visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island12.name>>.
<<link [[Land on the shore|Island12]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland13>><<setlinknames>><</silently>>\
<<if $island13discovered != true>><<set $island13discovered to true>><<set $island13img to $island13.name>><</if>><<if $island13visited != true>><<set $island13visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island13.name>>.
<<link [[Land on the shore|Island13]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland14>><<setlinknames>><</silently>>\
<<if $island14discovered != true>><<set $island14discovered to true>><<set $island14img to $island14.name>><</if>><<if $island14visited != true>><<set $island14visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island14.name>>.
<<link [[Land on the shore|Island14]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland15>><<setlinknames>><</silently>>\
<<if $island15discovered != true>><<set $island15discovered to true>><<set $island15img to $island15.name>><</if>><<if $island15visited != true>><<set $island15visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island15.name>>.
<<link [[Land on the shore|Island15]]>><<decreaseexplorecounters>><</link>><<silently>><<initialiseisland16>><<setlinknames>><</silently>>\
<<if $island16discovered != true>><<set $island16discovered to true>><<set $island16img to $island16.name>><</if>><<if $island16visited != true>><<set $island16visited to true>><</if>>\
<span class = "green">Game saved automatically!</span>
You approach <<print $island16.name>>.
<<link [[Land on the shore|Island16]]>><<decreaseexplorecounters>><</link>><<if not $nopillardesc>>You travel through wilderness, to the location of the Black Stone Pillar.
<</if>>\
The pillar is very tall, covered with carvings of fire-breathing dragons flying above a rocky island.
<<if $dragonislandlocation>>\
The carvings on the pillar show the mythical Dragon Island and its location in the northern ocean.
<<else>>\
<<link [[Examine the pillar more closely|examinedragonpillar]]>><<set $nopillardesc to true>><</link>>
<</if>>\
<<link [[Return to town|$currentisland]]>><<unset $nopillardesc>><</link>><<if not $nopillardesc>>You travel through wilderness, to the location of the White Stone Pillar.
<</if>>\
The pillar is very tall, covered with weathered carvings depicting various characters. It looks ancient.
<<if $coralcitylocation>>\
The carvings on the pillar show the history of Coral City, and a map of its location in the distant, southern seas.
<<else>>\
<<link [[Examine the pillar more closely|examineoceanpillar]]>><<set $nopillardesc to true>><</link>>
<</if>>\
<<link [[Return to town|$currentisland]]>><<unset $nopillardesc>><</link>><<if not $nopillardesc>>You travel through wilderness, to the location of the Yellow Stone Pillar.
<</if>>\
The pillar is very tall, covered with weathered carvings. It seems like it's been here for millennia.
<<if $herosgauntletdiscovered>>\
The carving on the pillar show a map, leading to a hill nearby. A proud warrior is depicted standing on the hill.
[[Follow the map|herosgauntletentrance]]
<<else>>
<<link [[Examine the pillar more closely|examinetreasurepillar]]>><<set $nopillardesc to true>><</link>>
<</if>>\
<<link [[Return to town|$currentisland]]>><<unset $nopillardesc>><</link>>Black mist swirls inside this bottle.
When the bottle is broken, the mist forms
a thick smokescreen.
Use to escape from any battle with a 100%
success rate.
<a class="link-internal ui-close">Close</a><<set $incombat to false>>\
You throw the bottle which breaks, releasing thick black mist.
You use the smokescreen to safely escape from $enemy.name.
<<silently>><<if $avatarpower>><<endavataraftercombat>><<unsetcombatvariables>><</if>>
<<unset $enemy>><</silently>>
<<if $indungeon>>[[Retreat to the previous room|$previousdungeonroom]]<<else>>[[Continue|$escapedroom]]<</if>>When thrown, this mixture explodes with a deafening noise.
Use in combat to stun the opponent for 2 turns.
<a class="link-internal ui-close">Close</a><i>A sword once wielded by the demonic servant of Zarok.
It can drain magic energy from its victims.</i>
A legendary melee weapon. Deals 5-9 points of damage.
Normal attacks convert 1/2 of damage dealt into MP.
<a class="link-internal ui-close">Close</a>[[QUESTS|Quests]]<span id = "tab">[[ISLANDS|Islands]]</span><span id = "tab">[[CODEX|Codex]]</span><span id = "tab">[[TECHNIQUES|Techniques]]</span><span id = "tab"><span class = "heading">SPELLBOOK</span></span><span id = "tab">[[HOW TO PLAY|journalhowtoplay]]</span>
[[Close Journal|$return][$initiative to true]]
<span class = "heading"><h3>LEVEL 1 SPELLS</h3></span>
<div class = "row">\
<<if $mageslight>>\
<span class = "examine"><<link "Mage's Light">><<script>>
Dialog.setup("Mage's Light");
Dialog.wiki(Story.get("mageslight").processText());
Dialog.open();
<</script>><</link>></span> (cost: free)
<</if>>\
<<if $spark>>\
<span class = "examine"><<link "Spark">><<script>>
Dialog.setup("Spark");
Dialog.wiki(Story.get("spark").processText());
Dialog.open();
<</script>><</link>></span> (cost: 3 MP)
<</if>>\
<<if $flamearrow>>\
<span class = "examine"><<link "Flame arrow">><<script>>
Dialog.setup("Flame arrow");
Dialog.wiki(Story.get("flamearrow").processText());
Dialog.open();
<</script>><</link>></span> (cost: 5 MP)
<</if>>\
<<if $weaken>>\
<span class = "examine"><<link "Weaken">><<script>>
Dialog.setup("Weaken");
Dialog.wiki(Story.get("weaken").processText());
Dialog.open();
<</script>><</link>></span> (cost: 7 MP)
<</if>>\
<<if $fortify>>\
<span class = "examine"><<link "Fortify">><<script>>
Dialog.setup("Fortify");
Dialog.wiki(Story.get("fortify").processText());
Dialog.open();
<</script>><</link>></span> (cost: 7 MP)
<</if>>\
<<if $lesserhealing>>\
<span class = "examine"><<link "Lesser healing">><<script>>
Dialog.setup("Lesser healing");
Dialog.wiki(Story.get("lesserhealing").processText());
Dialog.open();
<</script>><</link>></span> (cost: 7 MP)<<if $playerhp < $playermaxhp>><span id = "tab"><<if $playermp >= 7>><<link [[Cast|Spellbook]]>><<lesserhealingshort>><</link>><<else>><span class = "red">Cast</span><</if>><<else>><</if>>
<</if>>\
<<if $darkmist>>\
<span class = "examine"><<link "Dark Mist">><<script>>
Dialog.setup("Dark Mist");
Dialog.wiki(Story.get("darkmist").processText());
Dialog.open();
<</script>><</link>></span> (cost: 8 MP)
<</if>>\
<<if $shrink>>\
<span class = "examine"><<link "Shrink">><<script>>
Dialog.setup("Shrink");
Dialog.wiki(Story.get("shrink").processText());
Dialog.open();
<</script>><</link>></span> (cost: 10 MP)
<</if>>\
<span class = "heading"><h3>LEVEL 2 SPELLS</h3></span>
<<if $grandhealing>>\
<span class = "examine"><<link "Grand healing">><<script>>
Dialog.setup("Grand healing");
Dialog.wiki(Story.get("grandhealing").processText());
Dialog.open();
<</script>><</link>></span> (cost: 14 MP)<<if $playerhp < $playermaxhp>><span id = "tab"><<if $playermp >= 14>><<link [[Cast|Spellbook]]>><<grandhealingshort>><</link>><<else>><span class = "red">Cast</span><</if>><<else>><</if>>
<</if>>\
<<if $poison>>\
<span class = "examine"><<link "Poison">><<script>>
Dialog.setup("Poison");
Dialog.wiki(Story.get("poison").processText());
Dialog.open();
<</script>><</link>></span> (cost: 10 MP)
<</if>>\
<<if $lightningbolt>>\
<span class = "examine"><<link "Lightning bolt">><<script>>
Dialog.setup("Lightning bolt");
Dialog.wiki(Story.get("lightningbolt").processText());
Dialog.open();
<</script>><</link>></span> (cost: 12 MP)
<</if>>\
<<if $fireball>>\
<span class = "examine"><<link "Fireball">><<script>>
Dialog.setup("Fireball");
Dialog.wiki(Story.get("fireball").processText());
Dialog.open();
<</script>><</link>></span> (cost: 15 MP)
<</if>>\
<<if $drainenergy>>\
<span class = "examine"><<link "Drain energy">><<script>>
Dialog.setup("Drain energy");
Dialog.wiki(Story.get("drainenergy").processText());
Dialog.open();
<</script>><</link>></span> (cost: 15 MP)
<</if>>\
<<if $summonstorm>>\
<span class = "examine"><<link "Summon storm">><<script>>
Dialog.setup("Summon storm");
Dialog.wiki(Story.get("summonstorm").processText());
Dialog.open();
<</script>><</link>></span> (cost: 40 MP)
<</if>>\
<<if $guidingwinds>>\
<span class = "examine"><<link "Guiding Winds">><<script>>
Dialog.setup("Guiding Winds");
Dialog.wiki(Story.get("guidingwinds").processText());
Dialog.open();
<</script>><</link>></span> (cost: 20 MP)
<</if>>\
</div>Shocks the enemy with a sharp jolt of electricity,
dealing 4-7 points of lightning damage.
Deals 1,5 times the damage to flying enemies.
Cost: 3 MP
<a class="link-internal ui-close">Close</a>
Sends a fiery arrow flying at the enemy. The arrow
deals 4-10 points of fire damage and has a 50% chance
of burning the enemy for 2 turns. Burned enemies suffer
2-5 points of irreducible damage per turn.
Cost: 5 MP
<a class="link-internal ui-close">Close</a>Strengthens the caster and their ally; for 3 turns,
attacks, techniques and spells deal the maximal
possible damage. In addition, removes the "weakened" status.
Cost: 7 MP
<a class="link-internal ui-close">Close</a>Saps the opponent's strength; for 3 turns, all of their
attacks deal the minimal possible damage.
In addition, removes the "fortified" status.
Cost: 7 MP
<a class="link-internal ui-close">Close</a>A healing spell which restores the caster's
HP by 10-15 points.
Cost: 7 MP
<a class="link-internal ui-close">Close</a>Summons a cloud of dark mist, which hides the caster from the enemy.
Increases your Defence and Magic Defence by 3 for 3 turns.
Cost: 8 MP
<a class="link-internal ui-close">Close</a>A powerful healing spell which restores the caster's
HP by 20-30 points and removes all negative status effects.
Cost: 14 MP
<a class="link-internal ui-close">Close</a>Poisons the enemy for 10 turns, dealing
5 points of irreducible damage per turn.
Cost: 10 MP
<a class="link-internal ui-close">Close</a>Shoots a powerful bolt, which deals 15-20 points of
lightning damage. It also has a 50% chance of stunning
the enemy for 1 turn.
Deals 1,5 times the damage to flying enemies.
Cost: 12 MP
<a class="link-internal ui-close">Close</a>Summons a ball of fire which hits the enemy and explodes.
Deals 10-20 points of fire damage and has a 50% chance
of burning the enemy for 3 turns. Burned enemies suffer
5-7 points of irreducible damage per turn.
Cost: 15 MP
<a class="link-internal ui-close">Close</a>A dark spell which drains the enemy's life force,
dealing 10-15 points of irreducible damage,
and heals the caster by the same amount.
Cost: 15 MP
<a class="link-internal ui-close">Close</a>An ancient spell that has been believed lost.
Summons 4-6 bolts of lightning; each bolt that
hits the target deals 10 points of lightning damage.
(Chance to hit and Spellpower damage bonus are
calculated separately for each bolt).
Deals 1,5 times the damage to flying enemies.
Cost: 40 MP
<a class="link-internal ui-close">Close</a><div class = "popup">Soulless husks are among the most terrifying undead creatures. They look like tall, emaciated corpses with withering skin, shining blue eyes and long claws. They don't use the claws to rip their prey apart, however; their life-stealing touch and magic attacks are much more powerful.
When the soulless husk kills a creature, it absorbs its soul, strengthening itself. When facing a powerful enemy, the husk will sometimes release a captured soul, ordering it to attack, but this desperate measure significantly weakens the undead.
Enemy type: mindless
Max. HP: 100
Defence: 7
Magic defence: 8
Damage reduction: 4
<span class = "heading">SOUL DEVOURER:</span> Soulless husk can release an absorbed soul for a special attack with an additional effect depending on the soul released. Setting a soul free damages the soulless husk, however. The monster will use this attack only if its HP is over 50%.
<span class = "heading">DR IGNORE (2):</span> Soulless husk's attacks ignore 2 points of the target's damage reduction.
<span class = "heading">MP DAMAGE:</span> Soulless husk's special attacks damage the opponent's MP.
<span class = "heading">STUN IMMUNITY:</span> Soulless husk cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Soulless husk cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Soulless husk cannot be weakened.
<span class = "heading">DRAIN LIFE:</span> Soulless husk's basic attacks heal it by the amount of damage dealt.
<span class = "heading">STUN:</span> Soulless husk's attacks may stun the opponent.
<span class = "heading">BURN:</span> Soulless husk's attacks may set the opponent on fire.
<span class = "heading">POISON:</span> Soulless husk's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Soulless husk can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>
<<if $marketvisited == "mainmarket">><span class = "bigheader">[[BUY|mainmarketconsumables]]<span id = "tab">SELL</span></span><<else>><span class = "bigheader">[[BUY|generalmarket]]<span id = "tab">SELL</span></span><</if>>\
<span class = "heading">CONSUMABLES</span><span id = "tab">[[WEAPONS|sellweapons]]</span><span id = "tab">[[ARMOUR|sellarmour]]</span><span id = "tab">[[RINGS & AMULETS|selltrinkets]]</span><span id = "tab">[[OTHER ITEMS|sellmisc]]</span>
<<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">\
<<link [["Sell for " + $potionsmallsellprice + " silver"|sellconsumables]]>><<set $potionsmallhealth -= 1>><<set $silver += $potionsmallsellprice>><</link>>
</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">\
<<link [["Sell for " + $potionmediumsellprice + " silver"|sellconsumables]]>><<set $potionmediumhealth -= 1>><<set $silver += $potionmediumsellprice>><</link>>
</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">\
<<link [["Sell for " + $potionbigsellprice + " silver"|sellconsumables]]>><<set $potionbighealth -= 1>><<set $silver += $potionbigsellprice>><</link>>
</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">\
<<link [["Sell for " + $potionultimatesellprice + " silver"|sellconsumables]]>><<set $potionultimatehealth -= 1>><<set $silver += $potionultimatesellprice>><</link>>
</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>: $unendinghealth
</div>\
<div class="column middle">\
<<link [["Sell for " + $unendingsellprice + " silver"|sellconsumables]]>><<set $unendinghealth -= 1>><<set $silver += $unendingsellprice>><</link>>
</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">\
<<link [["Sell for " + $potionsmallsellprice + " silver"|sellconsumables]]>><<set $potionsmallmagic -= 1>><<set $silver += $potionsmallsellprice>><</link>>
</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">\
<<link [["Sell for " + $potionmediumsellprice + " silver"|sellconsumables]]>><<set $potionmediummagic -= 1>><<set $silver += $potionmediumsellprice>><</link>>
</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">\
<<link [["Sell for " + $potionbigsellprice + " silver"|sellconsumables]]>><<set $potionbigmagic -= 1>><<set $silver += $potionbigsellprice>><</link>>
</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">\
<<link [["Sell for " + $potionultimatesellprice + " silver"|sellconsumables]]>><<set $potionultimatemagic -= 1>><<set $silver += $potionultimatesellprice>><</link>>
</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>: $unendingmagic
</div>\
<div class="column middle">\
<<link [["Sell for " + $unendingsellprice + " silver"|sellconsumables]]>><<set $unendingmagic -= 1>><<set $silver += $unendingsellprice>><</link>>
</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">\
<<link [["Sell for " + $vanguardwinesellprice + " silver"|sellconsumables]]>><<set $vanguardwine -= 1>><<set $silver += $vanguardwinesellprice>><</link>>
</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">\
<<link [["Sell for " + $witchsbrewsellprice + " silver"|sellconsumables]]>><<set $witchsbrew -= 1>><<set $silver += $witchsbrewsellprice>><</link>>
</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">\
<<link [["Sell for " + $royaljellysellprice + " silver"|sellconsumables]]>><<set $royaljelly -= 1>><<set $silver += $royaljellysellprice>><</link>>
</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">\
<<link [["Sell for " + $elixirofpowersellprice + " silver"|sellconsumables]]>><<set $elixirofpower -= 1>><<set $silver += $elixirofpowersellprice>><</link>>
</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">\
<<link [["Sell for " + $antidotesellprice + " silver"|sellconsumables]]>><<set $antidote -= 1>><<set $silver += $antidotesellprice>><</link>>
</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">\
<<link [["Sell for " + $icysalvesellprice + " silver"|sellconsumables]]>><<set $icysalve -= 1>><<set $silver += $icysalvesellprice>><</link>>
</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">\
<<link [["Sell for " + $witchsremedysellprice + " silver"|sellconsumables]]>><<set $witchsremedy -= 1>><<set $silver += $witchsremedysellprice>><</link>>
</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">\
<<link [["Sell for " + $blessedointmentsellprice + " silver"|sellconsumables]]>><<set $blessedointment -= 1>><<set $silver += $blessedointmentsellprice>><</link>>
</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">\
<<link [["Sell for " + $bottledmistsellprice + " silver"|sellconsumables]]>><<set $bottledmist -= 1>><<set $silver += $bottledmistsellprice>><</link>>
</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">\
<<link [["Sell for " + $bottledexplosionsellprice + " silver"|sellconsumables]]>><<set $bottledexplosion -= 1>><<set $silver += $bottledexplosionsellprice>><</link>>
</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">\
<<link [["Sell for " + $bottledthundersellprice + " silver"|sellconsumables]]>><<set $bottledthunder -= 1>><<set $silver += $bottledthundersellprice>><</link>>
</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">\
<<link [["Sell for " + $levitationpotionsellprice + " silver"|sellconsumables]]>><<set $levitationpotion -= 1>><<set $silver += $levitationpotionsellprice>><</link>>
</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">\
<<link [["Sell for " + $physicalshieldpotionsellprice + " silver"|sellconsumables]]>><<set $physicalshieldpotion -= 1>><<set $silver += $physicalshieldpotionsellprice>><</link>>
</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">\
<<link [["Sell for " + $magicshieldpotionsellprice + " silver"|sellconsumables]]>><<set $magicshieldpotion -= 1>><<set $silver += $magicshieldpotionsellprice>><</link>>
</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">\
<<link [["Sell for " + $dragonpearlsellprice + " silver"|sellconsumables]]>><<set $dragonpearl -= 1>><<set $silver += $dragonpearlsellprice>><</link>>
</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">\
<<link [["Sell for " + $avatarstonesellprice + " silver"|sellconsumables]]>><<set $avatarstone -= 1>><<set $silver += $avatarstonesellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $marketvisited == "mainmarket">>[[Return to market entrance|mainmarket]]<<else>><<link "Return to the market entrance" $markettarget>><</link>><</if>>
<<if $marketvisited == "mainmarket">><span class = "bigheader">[[BUY|mainmarketweapons]]<span id = "tab">SELL</span></span><<else>><span class = "bigheader">[[BUY|generalmarketweapons]]<span id = "tab">SELL</span></span><</if>>\
[[CONSUMABLES|sellconsumables]]<span id = "tab"><span class = "heading">WEAPONS</span></span><span id = "tab">[[ARMOUR|sellarmour]]</span><span id = "tab">[[RINGS & AMULETS|selltrinkets]]</span><span id = "tab">[[OTHER ITEMS|sellmisc]]</span>
<<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" && $knifeowned == 1>><<else>><<link [["Sell for " + $knifesellprice + " silver"|sellweapons]]>><<set $knifeowned -= 1>><<set $silver += $knifesellprice>><</link>><</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" && $staffowned == 1>><<else>><<link [["Sell for " + $staffsellprice + " silver"|sellweapons]]>><<set $staffowned -= 1>><<set $silver += $staffsellprice>><</link>><</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" && $swordowned == 1>><<else>><<link [["Sell for " + $swordsellprice + " silver"|sellweapons]]>><<set $swordowned -= 1>><<set $silver += $swordsellprice>><</link>><</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" && $axeowned == 1>><<else>><<link [["Sell for " + $axesellprice + " silver"|sellweapons]]>><<set $axeowned -= 1>><<set $silver += $axesellprice>><</link>><</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" && $greatswordowned == 1>><<else>><<link [["Sell for " + $greatswordsellprice + " silver"|sellweapons]]>><<set $greatswordowned -= 1>><<set $silver += $greatswordsellprice>><</link>><</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" && $longbowowned == 1>><<else>><<link [["Sell for " + $longbowsellprice + " silver"|sellweapons]]>><<set $longbowowned -= 1>><<set $silver += $longbowsellprice>><</link>><</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" && $crossbowowned == 1>><<else>><<link [["Sell for " + $crossbowsellprice + " silver"|sellweapons]]>><<set $crossbowowned-= 1>><<set $silver += $crossbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $assassinsstilettosellprice + " silver"|sellweapons]]>><<set $assassinsstilettoowned -= 1>><<set $silver += $assassinsstilettosellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $needlesellprice + " silver"|sellweapons]]>><<set $needleowned -= 1>><<set $silver += $needlesellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $huntingknifesellprice + " silver"|sellweapons]]>><<set $huntingknifeowned -= 1>><<set $silver += $huntingknifesellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $runicknifesellprice + " silver"|sellweapons]]>><<set $runicknifeowned -= 1>><<set $silver += $runicknifesellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $hammerofkaltsellprice + " silver"|sellweapons]]>><<set $hammerofkaltowned -= 1>><<set $silver += $hammerofkaltsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $quicksilveraxesellprice + " silver"|sellweapons]]>><<set $quicksilveraxeowned -= 1>><<set $silver += $quicksilveraxesellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $tridentofthestormssellprice + " silver"|sellweapons]]>><<set $tridentofthestormsowned -= 1>><<set $silver += $tridentofthestormssellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $inventorsmalletsellprice + " silver"|sellweapons]]>><<set $inventorsmalletowned -= 1>><<set $silver += $inventorsmalletsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $vampiresswordsellprice + " silver"|sellweapons]]>><<set $vampiresswordowned -= 1>><<set $silver += $vampiresswordsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $demonsswordsellprice + " silver"|sellweapons]]>><<set $demonsswordowned -= 1>><<set $silver += $demonsswordsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $reallybigswordsellprice + " silver"|sellweapons]]>><<set $reallybigswordowned -= 1>><<set $silver += $reallybigswordsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $skyhooksellprice + " silver"|sellweapons]]>><<set $skyhookowned -= 1>><<set $silver += $skyhooksellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $sungleamsellprice + " silver"|sellweapons]]>><<set $sungleamowned -= 1>><<set $silver += $sungleamsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $chargedstaffsellprice + " silver"|sellweapons]]>><<set $chargedstaffowned -= 1>><<set $silver += $chargedstaffsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $sagesstaffsellprice + " silver"|sellweapons]]>><<set $sagesstaffowned -= 1>><<set $silver += $sagesstaffsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $staffofshadowssellprice + " silver"|sellweapons]]>><<set $staffofshadowsowned -= 1>><<set $silver += $staffofshadowssellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $mirlandasstaffsellprice + " silver"|sellweapons]]>><<set $mirlandasstaffowned -= 1>><<set $silver += $mirlandasstaffsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $autocrossbowsellprice + " silver"|sellweapons]]>><<set $autocrossbowowned -= 1>><<set $silver += $autocrossbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $gamblerscrossbowsellprice + " silver"|sellweapons]]>><<set $gamblerscrossbowowned -= 1>><<set $silver += $gamblerscrossbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $livingcrossbowsellprice + " silver"|sellweapons]]>><<set $livingcrossbowowned -= 1>><<set $silver += $livingcrossbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $quicksilvercrossbowsellprice + " silver"|sellweapons]]>><<set $quicksilvercrossbowowned -= 1>><<set $silver += $quicksilvercrossbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $cursethornsellprice + " silver"|sellweapons]]>><<set $cursethornowned -= 1>><<set $silver += $cursethornsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $piercingbowsellprice + " silver"|sellweapons]]>><<set $piercingbowowned -= 1>><<set $silver += $piercingbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $phoenixbowsellprice + " silver"|sellweapons]]>><<set $phoenixbowowned -= 1>><<set $silver += $phoenixbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $huntressslongbowsellprice + " silver"|sellweapons]]>><<set $huntressslongbowowned -= 1>><<set $silver += $huntressslongbowsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $mightybowsellprice + " silver"|sellweapons]]>><<set $mightybowowned -= 1>><<set $silver += $mightybowsellprice>><</link>><</if>>
</div>\
</div>\
<</if>>\
<<if $marketvisited == "mainmarket">>[[Return to market entrance|mainmarket]]<<else>><<link "Return to the market entrance" $markettarget>><</link>><</if>><<if $marketvisited == "mainmarket">><span class = "bigheader">[[BUY|mainmarketarmour]]<span id = "tab">SELL</span></span><<else>><span class = "bigheader">[[BUY|generalmarketarmour]]<span id = "tab">SELL</span></span><</if>>\
[[CONSUMABLES|sellconsumables]]<span id = "tab">[[WEAPONS|sellweapons]]</span><span id = "tab"><span class = "heading">ARMOUR</span></span><span id = "tab">[[RINGS & AMULETS|selltrinkets]]</span><span id = "tab">[[OTHER ITEMS|sellmisc]]</span>
<<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 $armour == "leather armour" && $leatherarmour == 1>>\
<<else>><<link [["Sell for " + $leatherarmoursellprice + " silver"|sellarmour]]>><<set $leatherarmour -= 1>><<set $silver += $leatherarmoursellprice>><</link>><</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 $armour == "scale armour" && $scalearmour == 1>>\
<<else>><<link [["Sell for " + $scalearmoursellprice + " silver"|sellarmour]]>><<set $scalearmour -= 1>><<set $silver += $scalearmoursellprice>><</link>><</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 $armour == "mail armour" && $mailarmour == 1>>\
<<else>><<link [["Sell for " + $mailarmoursellprice + " silver"|sellarmour]]>><<set $mailarmour -= 1>><<set $silver += $mailarmoursellprice>><</link>><</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 $armour == "Titan's Vest">>\
<<else>><<link [["Sell for " + $titansvestsellprice + " silver"|sellarmour]]>><<set $titansvest -= 1>><<set $silver += $titansvestsellprice>><</link>><</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 $armour == "Golem's Armour">>\
<<else>><<link [["Sell for " + $golemsarmoursellprice + " silver"|sellarmour]]>><<set $golemsarmour -= 1>><<set $silver += $golemsarmoursellprice>><</link>><</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 $armour == "Winged Cuirass">>\
<<else>><<link [["Sell for " + $wingedcuirasssellprice + " silver"|sellarmour]]>><<set $wingedcuirass -= 1>><<set $silver += $wingedcuirasssellprice>><</link>><</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 $armour == "Dark Plate Armour">>\
<<else>><<link [["Sell for " + $darkplatearmoursellprice + " silver"|sellarmour]]>><<set $darkplatearmour -= 1>><<set $silver += $darkplatearmoursellprice>><</link>><</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 $armour == "Crimson Robe">>\
<<else>><<link [["Sell for " + $crimsonrobesellprice + " silver"|sellarmour]]>><<set $crimsonrobe -= 1>><<set $silver += $crimsonrobesellprice>><</link>><</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 $armour == "Starry Robe">>\
<<else>><<link [["Sell for " + $starryrobesellprice + " silver"|sellarmour]]>><<set $starryrobe -= 1>><<set $silver += $starryrobesellprice>><</link>><</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 $armour == "Saint's Hauberk">>\
<<else>><<link [["Sell for " + $saintshauberksellprice + " silver"|sellarmour]]>><<set $saintshauberk -= 1>><<set $silver += $saintshauberksellprice>><</link>><</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 $armour == "Absorbing Mail">>\
<<else>><<link [["Sell for " + $absorbingmailsellprice + " silver"|sellarmour]]>><<set $absorbingmail -= 1>><<set $silver += $absorbingmailsellprice>><</link>><</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 $armour == "Inventor's Apron">>\
<<else>><<link [["Sell for " + $inventorsapronsellprice + " silver"|sellarmour]]>><<set $inventorsapron -= 1>><<set $silver += $inventorsapronsellprice>><</link>><</if>>
</div>\
</div>\
<</if>>\
<<if $marketvisited == "mainmarket">>[[Return to market entrance|mainmarket]]<<else>><<link "Return to the market entrance" $markettarget>><</link>><</if>><<if $marketvisited == "mainmarket">><span class = "bigheader">[[BUY|mainmarketconsumables]]<span id = "tab">SELL</span></span><<else>><span class = "bigheader">[[BUY|generalmarket]]<span id = "tab">SELL</span></span><</if>>\
[[CONSUMABLES|sellconsumables]]<span id = "tab">[[WEAPONS|sellweapons]]</span><span id = "tab">[[ARMOUR|sellarmour]]</span><span id = "tab"><span class = "heading">RINGS & AMULETS</span></span><span id = "tab">[[OTHER ITEMS|sellmisc]]</span>
<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" && $nimblering == 1>>\
<<else>><<link [["Sell for " + $nimbleringsellprice + " silver"|selltrinkets]]>><<set $nimblering -= 1>><<set $silver += $nimbleringsellprice>><</link>><</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" && $galering == 1>>\
<<else>><<link [["Sell for " + $galeringsellprice + " silver"|selltrinkets]]>><<set $galering -= 1>><<set $silver += $galeringsellprice>><</link>><</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" && $witchhuntersring == 1>>\
<<else>><<link [["Sell for " + $witchhuntersringsellprice + " silver"|selltrinkets]]>><<set $witchhuntersring -= 1>><<set $silver += $witchhuntersringsellprice>><</link>><</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" && $unbelieversring == 1>>\
<<else>><<link [["Sell for " + $unbelieversringsellprice + " silver"|selltrinkets]]>><<set $unbelieversring -= 1>><<set $silver += $unbelieversringsellprice>><</link>><</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" && $crimsonring == 1>>\
<<else>><<link [["Sell for " + $crimsonringsellprice + " silver"|selltrinkets]]>><<set $crimsonring -= 1>><<set $silver += $crimsonringsellprice>><</link>><</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" && $azurering == 1>>\
<<else>><<link [["Sell for " + $azureringsellprice + " silver"|selltrinkets]]>><<set $azurering -= 1>><<set $silver += $azureringsellprice>><</link>><</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" && $purifyingring == 1>>\
<<else>><<link [["Sell for " + $purifyingringsellprice + " silver"|selltrinkets]]>><<set $purifyingring -= 1>><<set $silver += $purifyingringsellprice>><</link>><</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" && $ironskullring == 1>>\
<<else>><<link [["Sell for " + $ironskullringsellprice + " silver"|selltrinkets]]>><<set $ironskullring -= 1>><<set $silver += $ironskullringsellprice>><</link>><</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" && $bulwarkring == 1>>\
<<else>><<link [["Sell for " + $bulwarkringsellprice + " silver"|selltrinkets]]>><<set $bulwarkring -= 1>><<set $silver += $bulwarkringsellprice>><</link>><</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" && $cursemastersring == 1>>\
<<else>><<link [["Sell for " + $cursemastersringsellprice + " silver"|selltrinkets]]>><<set $cursemastersring -= 1>><<set $silver += $cursemastersringsellprice>><</link>><</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" && $rejuvenatingring == 1>>\
<<else>><<link [["Sell for " + $rejuvenatingringsellprice + " silver"|selltrinkets]]>><<set $rejuvenatingring -= 1>><<set $silver += $rejuvenatingringsellprice>><</link>><</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">>\
<<else>><<link [["Sell for " + $dragonkingsringsellprice + " silver"|selltrinkets]]>><<set $dragonkingsring -= 1>><<set $silver += $dragonkingsringsellprice>><</link>><</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" && $eagleeyeamulet == 1>>\
<<else>><<link [["Sell for " + $eagleeyeamuletsellprice + " silver"|selltrinkets]]>><<set $eagleeyeamulet -= 1>><<set $silver += $eagleeyeamuletsellprice>><</link>><</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" && $lynxamulet == 1>>\
<<else>><<link [["Sell for " + $lynxamuletsellprice + " silver"|selltrinkets]]>><<set $lynxamulet -= 1>><<set $silver += $lynxamuletsellprice>><</link>><</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" && $sorcerersamulet == 1>>\
<<else>><<link [["Sell for " + $sorcerersamuletsellprice + " silver"|selltrinkets]]>><<set $sorcerersamulet -= 1>><<set $silver += $sorcerersamuletsellprice>><</link>><</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" && $archmagesamulet == 1>>\
<<else>><<link [["Sell for " + $archmagesamuletsellprice + " silver"|selltrinkets]]>><<set $archmagesamulet -= 1>><<set $silver += $archmagesamuletsellprice>><</link>><</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" && $slayersamulet == 1>>\
<<else>><<link [["Sell for " + $slayersamuletsellprice + " silver"|selltrinkets]]>><<set $slayersamulet -= 1>><<set $silver += $slayersamuletsellprice>><</link>><</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" && $assassinsamulet == 1>>\
<<else>><<link [["Sell for " + $assassinsamuletsellprice + " silver"|selltrinkets]]>><<set $assassinsamulet -= 1>><<set $silver += $assassinsamuletsellprice>><</link>><</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" && $trollscharm == 1>>\
<<else>><<link [["Sell for " + $trollscharmsellprice + " silver"|selltrinkets]]>><<set $trollscharm -= 1>><<set $silver += $trollscharmsellprice>><</link>><</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" && $titanscharm == 1>>\
<<else>><<link [["Sell for " + $titanscharmsellprice + " silver"|selltrinkets]]>><<set $titanscharm -= 1>><<set $silver += $titanscharmsellprice>><</link>><</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" && $focuscharm == 1>>\
<<else>><<link [["Sell for " + $focuscharmsellprice + " silver"|selltrinkets]]>><<set $focuscharm -= 1>><<set $silver += $focuscharmsellprice>><</link>><</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" && $wisdomcharm == 1>>\
<<else>><<link [["Sell for " + $wisdomcharmsellprice + " silver"|selltrinkets]]>><<set $wisdomcharm -= 1>><<set $silver += $wisdomcharmsellprice>><</link>><</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" && $blackpearl == 1>>\
<<else>><<link [["Sell for " + $blackpearlsellprice + " silver"|selltrinkets]]>><<set $blackpearl -= 1>><<set $silver += $blackpearlsellprice>><</link>><</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" && $quickdrawnecklace == 1>>\
<<else>><<link [["Sell for " + $quickdrawnecklacesellprice + " silver"|selltrinkets]]>><<set $quickdrawnecklace -= 1>><<set $silver += $quickdrawnecklacesellprice>><</link>><</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" && $holysymbol == 1>>\
<<else>><<link [["Sell for " + $holysymbolsellprice + " silver"|selltrinkets]]>><<set $holysymbol -= 1>><<set $silver += $holysymbolsellprice>><</link>><</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" && $amuletofthewilds == 1>>\
<<else>><<link [["Sell for " + $amuletofthewildssellprice + " silver"|selltrinkets]]>><<set $amuletofthewilds -= 1>><<set $silver += $amuletofthewildssellprice>><</link>><</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" && $amuletofshadows == 1>>\
<<else>><<link [["Sell for " + $amuletofshadowssellprice + " silver"|selltrinkets]]>><<set $amuletofshadows -= 1>><<set $silver += $amuletofshadowssellprice>><</link>><</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" && $necklaceofskulls == 1>>\
<<else>><<link [["Sell for " + $necklaceofskullssellprice + " silver"|selltrinkets]]>><<set $necklaceofskulls -= 1>><<set $silver += $necklaceofskullssellprice>><</link>><</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" && $emissarysmedallion == 1>>\
<<else>><<link [["Sell for " + $emissarysmedallionsellprice + " silver"|selltrinkets]]>><<set $emissarysmedallion -= 1>><<set $silver += $emissarysmedallionsellprice>><</link>><</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" && $mercenaryemblem == 1>>\
<<else>><<link [["Sell for " + $mercenaryemblemsellprice + " silver"|selltrinkets]]>><<set $mercenaryemblem -= 1>><<set $silver += $mercenaryemblemsellprice>><</link>><</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" && $purseofunendingcoins == 1>>\
<<else>><<link [["Sell for " + $purseofunendingcoinssellprice + " silver"|selltrinkets]]>><<set $purseofunendingcoins -= 1>><<set $silver += $purseofunendingcoinssellprice>><</link>><</if>>
</div>\
</div>\
<</if>>\
<<if $inventorseye > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Inventor's Eye">><<script>>
Dialog.setup("Inventor's Eye");
Dialog.wiki(Story.get("inventorseye").processText());
Dialog.open();
<</script>>
<</link>></span><<if $amulet == "Inventor's Eye">> (equipped)<</if>>: $inventorseye
</div>\
<div class="column middle">\
<<if $amulet == "Inventor's Eye" && $inventorseye == 1>>\
<<else>><<link [["Sell for " + $inventorseyesellprice + " silver"|selltrinkets]]>><<set $inventorseye -= 1>><<set $silver += $inventorseyesellprice>><</link>><</if>>
</div>\
</div>\
<</if>>\
<<if $marketvisited == "mainmarket">>[[Return to market entrance|mainmarket]]<<else>><<link "Return to the market entrance" $markettarget>><</link>><</if>><<if $marketvisited == "mainmarket">><span class = "bigheader">[[BUY|mainmarketmisc]]<span id = "tab">SELL</span></span><<else>><span class = "bigheader">[[BUY|generalmarketmisc]]<span id = "tab">SELL</span></span><</if>>\
[[CONSUMABLES|sellconsumables]]<span id = "tab">[[WEAPONS|sellweapons]]</span><span id = "tab">[[ARMOUR|sellarmour]]</span><span id = "tab">[[RINGS & AMULETS|selltrinkets]]</span><span id = "tab"><span class = "heading">OTHER ITEMS</span></span>
<span class = "heading"><h3>TOOLS</h3></span>
<<if $lantern > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Lantern">><<script>>
Dialog.setup("Lantern");
Dialog.wiki(Story.get("lantern").processText());
Dialog.open();
<</script>>
<</link>></span>: $lantern
</div>\
<div class="column middle">\
<<link [["Sell for " + $lanternsellprice + " silver"|sellmisc]]>><<set $lantern -= 1>><<set $silver += $lanternsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $miningtools > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Mining tools">><<script>>
Dialog.setup("Mining tools");
Dialog.wiki(Story.get("miningtools").processText());
Dialog.open();
<</script>>
<</link>></span>: $miningtools
</div>\
<div class="column middle">\
<<link [["Sell for " + $miningtoolssellprice + " silver"|sellmisc]]>><<set $miningtools -= 1>><<set $silver += $miningtoolssellprice>><</link>>
</div>\
</div>\
<</if>>\
<span class = "heading"><h3>GEMSTONES</h3></span>
<<if $diamond > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Diamond">><<script>>
Dialog.setup("Diamond");
Dialog.wiki(Story.get("diamond").processText());
Dialog.open();
<</script>>
<</link>></span>: $diamond
</div>\
<div class="column middle">\
<<link [["Sell for " + $diamondsellprice + " silver"|sellmisc]]>><<set $diamond -= 1>><<set $silver += $diamondsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $emerald > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Emerald">><<script>>
Dialog.setup("Emerald");
Dialog.wiki(Story.get("emerald").processText());
Dialog.open();
<</script>>
<</link>></span>: $emerald
</div>\
<div class="column middle">\
<<link [["Sell for " + $emeraldsellprice + " silver"|sellmisc]]>><<set $emerald -= 1>><<set $silver += $emeraldsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $ruby > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Ruby">><<script>>
Dialog.setup("Ruby");
Dialog.wiki(Story.get("ruby").processText());
Dialog.open();
<</script>>
<</link>></span>: $ruby
</div>\
<div class="column middle">\
<<link [["Sell for " + $rubysellprice + " silver"|sellmisc]]>><<set $ruby -= 1>><<set $silver += $rubysellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $sapphire > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Sapphire">><<script>>
Dialog.setup("Sapphire");
Dialog.wiki(Story.get("sapphire").processText());
Dialog.open();
<</script>>
<</link>></span>: $sapphire
</div>\
<div class="column middle">\
<<link [["Sell for " + $sapphiresellprice + " silver"|sellmisc]]>><<set $sapphire -= 1>><<set $silver += $sapphiresellprice>><</link>>
</div>\
</div>\
<</if>>\
<span class = "heading"><h3>MISCELLANEOUS</h3></span>
<<if $golemscore > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Golem's core">><<script>>
Dialog.setup("Golem's core");
Dialog.wiki(Story.get("golemscore").processText());
Dialog.open();
<</script>>
<</link>></span>: $golemscore
</div>\
<div class="column middle">\
<<link [["Sell for " + $golemscoresellprice + " silver"|sellmisc]]>><<set $golemscore -= 1>><<set $silver += $golemscoresellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $soulshard > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Soul shard">><<script>>
Dialog.setup("Soul shard");
Dialog.wiki(Story.get("soulshard").processText());
Dialog.open();
<</script>>
<</link>></span>: $soulshard
</div>\
<div class="column middle">\
<<link [["Sell for " + $soulshardsellprice + " silver"|sellmisc]]>><<set $soulshard -= 1>><<set $silver += $soulshardsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $wyvernteeth > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Wyvern teeth">><<script>>
Dialog.setup("Wyvern teeth");
Dialog.wiki(Story.get("wyvernteeth").processText());
Dialog.open();
<</script>>
<</link>></span>: $wyvernteeth
</div>\
<div class="column middle">\
<<link [["Sell for " + $wyvernteethsellprice + " silver"|sellmisc]]>><<set $wyvernteeth -= 1>><<set $silver += $wyvernteethsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $crystalfang > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Crystal fang">><<script>>
Dialog.setup("Crystal fang");
Dialog.wiki(Story.get("crystalfang").processText());
Dialog.open();
<</script>>
<</link>></span>: $crystalfang
</div>\
<div class="column middle">\
<<link [["Sell for " + $crystalfangsellprice + " silver"|sellmisc]]>><<set $crystalfang -= 1>><<set $silver += $crystalfangsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $obsidianheart > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Obsidian heart">><<script>>
Dialog.setup("Obsidian heart");
Dialog.wiki(Story.get("obsidianheart").processText());
Dialog.open();
<</script>>
<</link>></span>: $obsidianheart
</div>\
<div class="column middle">\
<<link [["Sell for " + $obsidianheartsellprice + " silver"|sellmisc]]>><<set $obsidianheart -= 1>><<set $silver += $obsidianheartsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $rainbowfeather > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rainbow feather">><<script>>
Dialog.setup("Rainbow feather");
Dialog.wiki(Story.get("rainbowfeather").processText());
Dialog.open();
<</script>>
<</link>></span>: $rainbowfeather
</div>\
<div class="column middle">\
<<link [["Sell for " + $rainbowfeathersellprice + " silver"|sellmisc]]>><<set $rainbowfeather -= 1>><<set $silver += $rainbowfeathersellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $shinypebble > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Shiny pebble">><<script>>
Dialog.setup("Shiny pebble");
Dialog.wiki(Story.get("shinypebble").processText());
Dialog.open();
<</script>>
<</link>></span>: $shinypebble
</div>\
<div class="column middle">\
<<link [["Sell for " + $shinypebblesellprice + " silver"|sellmisc]]>><<set $shinypebble -= 1>><<set $silver += $shinypebblesellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $huntersbadge > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Hunter's badge">><<script>>
Dialog.setup("Hunter's badge");
Dialog.wiki(Story.get("huntersbadge").processText());
Dialog.open();
<</script>>
<</link>></span>: $huntersbadge
</div>\
<div class="column middle">\
<<link [["Sell for " + $huntersbadgesellprice + " silver"|sellmisc]]>><<set $huntersbadge -= 1>><<set $silver += $huntersbadgesellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $scholarsnotes > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Scholar's notes">><<script>>
Dialog.setup("Scholar's notes");
Dialog.wiki(Story.get("scholarsnotes").processText());
Dialog.open();
<</script>>
<</link>></span>: $scholarsnotes
</div>\
<div class="column middle">\
<<link [["Sell for " + $scholarsnotessellprice + " silver"|sellmisc]]>><<set $scholarsnotes -= 1>><<set $silver += $scholarsnotessellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulcarafe > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful carafe">><<script>>
Dialog.setup("Beautiful carafe");
Dialog.wiki(Story.get("beautifulcarafe").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulcarafe
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $beautifulcarafe -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulchalice > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful chalice">><<script>>
Dialog.setup("Beautiful chalice");
Dialog.wiki(Story.get("beautifulchalice").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulchalice
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $beautifulchalice -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulcrystal > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful crystal">><<script>>
Dialog.setup("Beautiful crystal");
Dialog.wiki(Story.get("beautifulcrystal").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulcrystal
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $beautifulcrystal -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifullocket > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful locket">><<script>>
Dialog.setup("Beautiful locket");
Dialog.wiki(Story.get("beautifullocket").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifullocket
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $beautifullocket -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulstatuette > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful statuette">><<script>>
Dialog.setup("Beautiful statuette");
Dialog.wiki(Story.get("beautifulstatuette").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulstatuette
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $beautifulstatuette -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulvial > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful vial">><<script>>
Dialog.setup("Beautiful vial");
Dialog.wiki(Story.get("beautifulvial").processText());
Dialog.open();
<</script>>
<</link>></span>: $beautifulvial
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $beautifulvial -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $rareconch > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare conch">><<script>>
Dialog.setup("Rare conch");
Dialog.wiki(Story.get("rareconch").processText());
Dialog.open();
<</script>>
<</link>></span>: $rareconch
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $rareconch -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $rarefossil > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare fossil">><<script>>
Dialog.setup("Rare fossil");
Dialog.wiki(Story.get("rarefossil").processText());
Dialog.open();
<</script>>
<</link>></span>: $rarefossil
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $rarefossil -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $rarerum > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare rum">><<script>>
Dialog.setup("Rare rum");
Dialog.wiki(Story.get("rarerum").processText());
Dialog.open();
<</script>>
<</link>></span>: $rarerum
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $rarerum -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $rareskull > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare skull">><<script>>
Dialog.setup("Rare skull");
Dialog.wiki(Story.get("rareskull").processText());
Dialog.open();
<</script>>
<</link>></span>: $rareskull
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $rareskull -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $rarevintagewine > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare vintage wine">><<script>>
Dialog.setup("Rare vintage wine");
Dialog.wiki(Story.get("rarevintagewine").processText());
Dialog.open();
<</script>>
<</link>></span>: $rarevintagewine
</div>\
<div class="column middle">\
<<link [["Sell for " + $collectoritemsellprice + " silver"|sellmisc]]>><<set $rarevintagewine -= 1>><<set $silver += $collectoritemsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $shrinkscroll > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Shrink scroll">><<script>>
Dialog.setup("Shrink scroll");
Dialog.wiki(Story.get("shrinkscroll").processText());
Dialog.open();
<</script>>
<</link>></span>: $shrinkscroll
</div>\
<div class="column middle">\
<<link [["Sell for " + $shrinkscrollsellprice + " silver"|sellmisc]]>><<set $shrinkscroll -= 1>><<set $silver += $shrinkscrollsellprice>><</link>>
</div>\
</div>\
<</if>>\
<<if $marketvisited == "mainmarket">>[[Return to market entrance|mainmarket]]<<else>><<link "Return to the market entrance" $markettarget>><</link>><</if>><<widget "islandobjects">>
<<set setup.wildmossisland to {
name:"Wild Moss Island",
desc:"The forests of Wild Moss Island are old and dark, with thick undergrowth and curtains of emerald moss hanging from the tall trees. Rumours circulate about evil spirits and other malicious entities haunting these woods, which is why local people never venture there unarmed. Even if the legends aren't true, many flesh-and-blood monsters live in the shady forests, so carrying a weapon is a very sensible precaution.",
terrain:"forest",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"an old tree, the fruit of which granted the gift of poetry and knowledge to anyone who tasted it.",
wanderer:"In old days, forest sprites used to live here. They were mischievous little creatures, but not malicious. But as woodcutters and charcoal burners moved deeper and deeper into the forest, the sprites fled from them, until they disappeared for good.",
}>>
<<set setup.windhillisland to {
name:"Windhill Island",
desc:"The area around this island is known for harsh winds, which make sailing close to the rocky coast dangerous. Most of the island is covered with ancient forests, but the trees there are far shorter than elsewhere in the Archipelago, and they all lean in the direction the winds usually blow. The island's main town is built on a flat hill, where no trees grow; nothing protects it from the wind, but most locals don't seem to mind.",
terrain:"forest",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"an old hermit of Windhill Island, so emaciated he got carried away by the wind. He spent weeks high in the clouds, where he saw many wonderful things, before the wind dropped him back in front of his hut.",
wanderer:"Many things in the Archipelago change, but the wind here is not one of them. It's always tried to blow you right out of your shoes.",
}>>
<<set setup.shipwrightsgrove to {
name:"Shipwright's Grove",
desc:"Shipwright's Grove is famous for its forest of tall trees, valued by ship-builders since ancient times. Many of the Archipelago's most famous vessels were built on this island. Because of the demand for timber, some areas of the island were deforested, but dark, sunless woods of thousands years old trees still cover its central part.",
terrain:"forest",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a magic figurehead, carved by the best shipwright on the island; it protected the ship it was mounted on during storms.",
wanderer:"I still vividly remember the day they launched \"The Seeker\". She was the finest ship the Archipelago has ever seen, and the whole island was in the harbour to see her head into the sea, guided by her magic figurehead.",
}>>
<<set setup.sevencovesisland to {
name:"Seven Coves Island",
desc:"This forest-covered island has tall cliffs on the western coast and seven small coves on the eastern and southern sides. The island's harbour was built on the largest of them. The remaining coves are dangerous to navigate because of underwater rocks. Inhabitants of Seven Coves Island are known as great shipwrights and bowyers – the island's woods provide ample material for people of both of these professions.",
terrain:"forest",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the magic spring in the heart of the forest, the water from which puts people to sleep for one hundred years.",
wanderer:"I remember when pirates had their hideouts in the smaller coves on the island. They moved out because they kept damaging their ships on the rocks there.",
}>>
<<set setup.geda to {
name:"Geda",
desc:"Many types of trees grow in the old forests of Geda; some of them are common for the climate, others exotic, typical for warmer islands, others still not found anywhere else in the Archipelago. Sometimes they grow along lines, straight, curved or spiral. It is commonly believed that these trees are remnants of ancient gardens, abandoned and gone wild. The entranceway to the island's main town is formed by two enormous, living trees, with separate trunks and tightly intertwined crowns. ",
terrain:"forest",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"how Hjafnir the Barbarian defeated the vicious One-Eyed Giant of Geda in an unarmed duel.",
wanderer:"You know, the One-Eyed Giant of Geda had two eyes his entire life. Hjafnir poked one out when he killed him, and the brute went down in history as one-eyed.",
}>>
<<set setup.forgottensongisland to {
name:"Forgotten Song Island",
desc:"Forgotten Song Island has long been famous for its bards and storytellers. Melodies composed on the island have spread throughout the Archipelago. Local people still love and value music, and the bard is the most important personage in many settlements. With so many artists, some melodies have been lost to time, but it is said that these forgotten songs are remembered by the ancient trees in the island's dark forests.",
terrain:"forest",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a gang of cruel Harpies, which harassed people of Forgotten Song Island until they were chased away by a crowd of villagers, who were singing loudly and banging pots and pans.",
wanderer:"I still remember a group of young bards from this island. What cunning, mischievous tricksters they were! Of course, I helped them out with some of the tricks. I was much, much younger back then.",
}>>
<<set setup.lahnisleap to {
name:"Lahni's Leap",
desc:"Lahni was a young woman who was captured by pirates. While a prisoner on the pirate ship, Lahni did not despair, but prayed for strength and freedom with all her heart. One day, she noticed a forested island in the distance. She ran to the edge of the deck and leapt before anyone could stop her. The pirates expected to see her drown; instead, Lahni was carried by the winds to the island, where she safely landed on a large boulder in a forest clearing. Back then, the island was only inhabited by a small tribe of uncivilised hunters. Lahni stayed with them, teaching them farming and other useful skills.<br><br>Today, many people on Lahni's Leap claim to be Lahni's direct descendants.",
terrain:"forest",
unique:"Visit Lahni's Rock",
uniquetarget:"lahnisrock",
uniquegatherinfo:"There's the famous Lahni's Rock. Have you heard the legend about Lahni and how she leapt from the pirate ship straight onto the island shores, like a bird of flight? Well, her footprint is still visible on the rock where she landed.",
story:"Lahni's many adventures on the island, after she escaped from the pirates.",
wanderer:"You know, most people only know about Lahni from the great leap story, and they assume she was as slim and long-legged as a gazelle. I can't help but laugh when I see how they paint her. Lahni was a beautiful, chubby darling with curly hair and dimples. Always smiling, always had a friendly word for everyone.",
}>>
<<set setup.oldoakisland to {
name:"Old Oak Island",
desc:"The forests of Old Oak Island remember ancient times. They are dark and foreboding, and hide numerous secluded gorges and valleys. Many islanders are woodcutters, hunters, or pig farmers; local long-haired, black pigs are grazed in the oak woods, where they gorge themselves on acorns.",
terrain:"forest",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the four years long hunt for the giant, man-eating Boar of Oakenwood.",
wanderer:"I remember one year with an astounding abundance of acorns. The entire Old Oak Island seemed to be covered with fat wild pigs that fall! You only had to go outside and throw a rock, without aiming, to get yourself a pig roast for dinner.",
}>>
<<set setup.ivoryisle to {
name:"Ivory Isle",
desc:"In ages long past, giant elephants roamed the savannahs of Ivory Isle. Now all that's left of them are bones and tusks, scattered among the plains and valleys of the island. Local people sometimes collect the enormous tusks and carve intricate geometrical patterns into them.",
terrain:"grassy",
unique:"Go to the Elephants' Graveyard",
uniquetarget:"elephantsgraveyard",
uniquegatherinfo:"There's the famous Elephants' Graveyard on Ivory Island, where the giant beasts of old went to die. Some say the place is haunted.",
story:"a playful baby elephant who constantly got in trouble and had to be saved by his mother and aunts.",
wanderer:"It is true that the elephants were majestic animals. Terrifying when angered, but deeply caring towards their elephant families. It's sad they're all gone...",
}>>
<<set setup.moonlightprairie to {
name:"Moonlight Prairie",
desc:"This island has mild climate with frequent rainfall. It's covered with vast expanses of silvery grasses, which seem to glow when illuminated by moonlight. Among these meadows, many small farming settlements are scattered. Local people make use of the favourable climate to grow all sorts of crops. In the wilder, northern parts of the island, remains of stone circles and ancient buildings can be found. Some of the ruins are huge, while others are very small, which is why locals believe they were built by ancient tribes of trolls and goblins, respectively.",
terrain:"grassy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the great battle between goblins and trolls, which was fought on the plains of Moonlight Prairie before first human settlers arrived there.",
wanderer:"Believe it or not, the ruins on Moonlight Prairie were once astronomical observatories. Many pieces of knowledge from that age were forgotten, and still haven't been rediscovered.",
}>>
<<set setup.islandofthedreamer to {
name:"Island of the Dreamer",
desc:"Island of the Dreamer is covered with fragrant meadows where numerous species of herbs grow. There are many skilled herbalists among the local populace, who can cure almost any ailment with the right mix of plants. Some of the herbs cause dreamlike visions and trances, too. The Dreamer, after whom the island was named, was a mythical prophet who used these herbs to see into the future, and wrote seventeen books detailing the fate of the Archipelago. No one knows whether these books still exist, or if the Dreamer was even real, but locals commonly say \"It was written in the Dreamer's books\" when they think something was an act of fate.",
terrain:"grassy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the lost, eighteenth Book of The Dreamer, which was written in blood and predicted the end of the world.",
wanderer:"I often came to this island to collect herbs for potions. And cooking; nothing improves a dish quite like some fresh herbs!",
}>>
<<set setup.sailorsrest to {
name:"Sailor's Rest",
desc:"A flat island covered with meadows, Sailor's Rest saved many a ship's crew. Because of the winds and sea currents in the region, vessels that were blown off course by storm winds ended up reaching the island, where the weary sailors could catch a breather and restock on supplies. The industrious locals opened many taverns to accommodate these visitors, which is why old seafarers claim there's no better place for drinking and partying than Sailor's Rest.",
terrain:"grassy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"an archer from Sailor's Rest whose unequalled aim saved his village from a goblin horde when he shot a shaman, staying at the rear of the goblin army and fortifying it with spells, straight in the eye.",
wanderer:"I remember this island from before it came to be known as Sailor's Rest. It was a much quieter place back then. Not that it's particularly busy now, outside of the port town.",
}>>
<<set setup.griffinisland to {
name:"Griffin Island",
desc:"The proud griffin is the symbol of Griffin Island, though these winged beasts are rarely seen here anymore. Local legends say there used to be hundreds of griffins nesting on the island's grassy hills and hunting wild animals in the rolling meadows, but they flew away one day, answering some call unheard by humans. But many people believe the beasts were simply hunted almost to extinction.",
terrain:"grassy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the man who fashioned wings for himself out of griffin feathers and flew away from the island, never to be seen again.",
wanderer:"There once was a tyrannical lord on Griffin Island, who chose a griffin as his emblem. He was later slain by one of the beasts while griffin-hunting. Ironic, isn't it?",
}>>
<<set setup.alba to {
name:"Alba",
desc:"Alba is a harsh, icy island, famous as the birthplace of Hjafnir the Barbarian. In the two hundred years that has passed since, Alba hasn't changed much, and its greatest hero is still revered in his homeland. The locals mostly live in the only bigger town on the island, but some nomads still wander the snowy wastes, and even the townsfolk tend to visit Crimson Snowfield, the place of Hjafnir's great victory over giants, at least once in their lifetime.",
terrain:"icy",
unique:"Visit the Crimson Snowfield",
uniquetarget:"crimsonsnowfield",
uniquegatherinfo:"A memorial of Hjafnir's victory over giants still stands in the Crimson Snowfield. For some, it's like a pilgrimage site.",
story:"how Hjafnir, when he was still just a boy, tracked down and killed a man-eating snow lion.",
wanderer:"The nomads of Alba haven't changed much since the times of Hjafnir. Who knows, maybe one day the next great Barbarian will rise among them.",
}>>
<<set setup.seagullisle to {
name:"Seagull Isle",
desc:"A glacial island divided into two by a deep crevasse, Seagull Isle is home to hardened hunters and fishers. Its landscape is dotted with strange ice formations, glacier caves and chimneys. Huge white gulls nest on the coast; local myths say they're spirits of people who died at sea.",
terrain:"icy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Seagull Queen, a giant gull with feathers whiter than pure snow, who resides in a palace high in the clouds and governs all sea birds.",
wanderer:"Last time I visited this island, a seagull stole a smoked herring I've just bought an a street stall. Horrible birds, but I shouldn't really hate them. They're just true to their nature. Which is horrible.",
}>>
<<set setup.starisland to {
name:"Star Island",
desc:"Some say the island was named after its shape, resembling a star with seven arms; others claim that great astronomers used to come here, to watch the night skies from towers high in the snowy mountains. Star Island is mostly covered with glaciers and snowfields, with small patches of tundra vegetation. Mountainous terrain, with crags and crevices, makes exploring the central part of the island dangerous, which is why most locals live on the coast.",
terrain:"icy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"an astronomer who in his hubris wanted to harness the power of the Sun, but was blinded when he looked straight at it through a telescope, and fell to his death from his tower.",
wanderer:"I remember attending a great astronomers' meeting on Star Island. All these learned men and women were so solemn and haughty, until they've had a drink or two too much. Then, they started to dance and play silly pranks on their colleagues. Naturally, I offered everyone drinks all the time.",
}>>
<<set setup.mercyisland to {
name:"Mercy Island",
desc:"Small fir copses are scattered among snowy peaks and icy plains of Mercy Island. Most settlements on the island are build near cliffs or rock formations that protect them from harsh winds. The sea around the island never freezes, thanks to warm currents. Local people call them \"the ocean's mercy\" and believe they are a source of benevolent mystic energy. Fish are abundant in the area, providing food for the island's population.",
terrain:"icy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the ancient scholars of Mercy Island, who first discovered how to use magic for healing purposes.",
wanderer:"When I was younger, I spent many months studying the currents around Mercy Island, trying to discover their source. I failed at that, but I learned a lot about healing magic. Now that I'm older, I think that sometimes even nature is ashamed of being cruel, and wants to show us some mercy.",
}>>
<<set setup.sealisland to {
name:"Seal Island",
desc:"The snowy plains and wild tundra of Seal Islands are dotted with hot springs, around which evergreen vegetation flourishes. Many seals live on the icy shores of the island and on nearby floes; they're the main source of food for local people. Locals also make exceptionally warm clothing from sealskins. They greatly respect the animals thanks to which they can survive in the harsh climate; most local legends involve seals or seal hunting.",
terrain:"icy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"two young brothers and their long hunt for the Silver Seal.",
wanderer:"I remember one bad year, when the seals didn't come to the island. Many people starved to death then.",
}>>
<<set setup.whisperingisland to {
name:"Whispering Island",
desc:"The tear-shaped Whispering Island is covered by a massive glacier, criss-crossed with crevasses and valleys. Some of them hide entrances to caves and ice tunnels; locals believe all of them are interconnected. When the wind is strong, the valleys fill with uncanny, whispering noises, which gave the island its name. Most islanders live on the coast, the only part of Whispering Island which isn't covered with ice.",
terrain:"icy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a young hunter who got lost in the ice tunnels on the island, but was guided to safety by a whispering voice, which sounded like his deceased mother's.",
wanderer:"The ice valleys on Whispering Island are as fascinating as they were when I visited years ago. I could spend hours just listening to the wind talk.",
}>>
<<set setup.darkrootisland to {
name:"Darkroot Island",
desc:"In the untamed jungles of Darkroot Island giant parasitic plants grow on tall trees, creating layer upon layer of tangled vines, leaves and roots. Locals say you could walk across the entire island using these plant bridges and passages, never even touching the ground. Only small areas on the coast have been cleared of jungle overgrowth and can be cultivated.",
terrain:"jungle",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the giant, meat-eating plants that hunt for animals and reckless travellers among decaying roots, deep in the dark jungle overgrowth.",
wanderer:"Some of the plants in the jungle have medicinal properties, others look almost identical, but are poisonous even in the smallest amount. No wonder herbalists on Darkroot Island have to study for years before they can start practising on their own.",
}>>
<<set setup.crownisland to {
name:"Crown Island",
desc:"Shaped like a crown, with three mountainous \"points\" on the northern side, this island is covered with dense jungle. The mountains of Crown Island are also overgrown, and almost always hidden in dark clouds. When sun shines through the clouds, thick vapour rises above the trees and rainbows appear over the tall mountain waterfalls. Most settlements on Crown Island are located on the plains along the southern coast.",
terrain:"jungle",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"how Sorceress Mirlanda defeated the cruel cultists of Crown Island, who sacrificed people to their God-King.",
wanderer:"The rainbows over waterfalls on this island are even more beautiful at night, when they're awakened by pale moonlight. But they're also much harder to spot.",
}>>
<<set setup.simianisland to {
name:"Simian Island",
desc:"The bright jungles of Simian Island are home to many species of monkeys, big and small. These clever, noisy animals often appear in human settlements, where they play tricks on people or steal tasty food that's been left unguarded. Deep in the jungles, there's a ruined city of a forgotten civilisation; monkeys are now its only inhabitants.",
terrain:"jungle",
unique:"Head to Monkey City",
uniquetarget:"monkeycity",
uniquegatherinfo:"There used to be a giant, wealthy city in the jungles of Simian Island, but now only its ruins are standing, and monkeys are its only inhabitants. Locals call this place Monkey City.",
story:"a girl raised by monkeys, and her wild adventures in the jungle.",
wanderer:"I once spent a full year on this island, trying to learn the monkey language. But it seemed like the monkeys were learning more from me than the other way round. Maybe they were the smart ones, after all?",
}>>
<<set setup.farna to {
name:"Farna",
desc:"Farna is a large island crossed by many rivers and streams. Dense jungle covers most of its territory, and mangrove forests grow in the salty waters along the coast. Farna is a paradise for wading birds, which inhabit the coastal area in great numbers. The island's main town is located on a large islet in the delta of Farna's longest river.",
terrain:"jungle",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the vicious Dragon of Farna, which dwelt in the deepest jungle and ravaged towns and villages, until it was slain by Hjafnir, who arrived on Farna when his boat sunk near the island's coast.",
wanderer:"I remember a woman from Farna who could imitate birds' voices so well she fooled people and animals alike. But she was never malicious with her tricks.",
}>>
<<set setup.farawaycove to {
name:"Faraway Cove",
desc:"A tropical island surrounded by dangerous reefs, Faraway Cove is home to countless birds and monkeys, and friendly locals living in stilt houses, built on the sandy seashores. The dense jungles of Faraway Cove hide many mysteries, from ancient ruins to deep caverns.",
terrain:"jungle",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Temple of Seven Trials, where oracles and shamans were tested in the ancient times, and its guardian, a spirit with the body of a parrot and the head of a monkey.",
wanderer:"I visited the old temple on Faraway Cove once, a short time before it was abandoned and reclaimed by the jungle. Only one priest was still living there. He possessed enormous knowledge, but didn't want to leave the temple to share it with others.",
}>>
<<set setup.macawisland to {
name:"Macaw Island",
desc:"This island's expansive jungles are home to noisy and colourful macaws, which the locals treat as good omens, annoying pests or companions, depending on the occasion. The island's main harbour and town overlooks a wide bay and is surrounded by fields; everything else is wild and untamed jungle.",
terrain:"jungle",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Rainbow Macaw, which grants a wish to anyone who finds one of its feathers.",
wanderer:"I used to have a pet macaw. She was a great companion, but one day I came to this very island, and she found a mate in the wild jungle. The old girl was lovestruck. She left me and never came back, but I like to think she was happy here.",
}>>
<<set setup.grimrotisland to {
name:"Grimrot Island",
desc:"Grimrot Island was home to the fearsome warlock Zarok, who built his tower in the middle of the black swamp and enslaved local people with his spells. Zarok set out to conquer other islands as well, but his plans were thwarted by sorceress Mirlanda, who defeated him in a magic duel that lasted for 7 days. Remains of Zarok's tower are still standing in the deep marshes of Grimrot Island; locals believe the place to be cursed and avoid it like the plague. ",
terrain:"marshy",
unique:"Go to the ruins of Warlock's Tower",
uniquetarget:"warlockstower",
uniquegatherinfo:"Grimrot Island was home to the terrifying Warlock, until he was defeated by sorceress Mirlanda. The ruins of his tower are still standing in the swamp.",
story:"the strange monsters, some clearly not of this world, that served Zarok the Warlock when he ruled the island.",
wanderer:"Most people don't know the duel between Zarok and Mirlanda almost caused Grimrot Island to sink into the ocean. The amount of magic energy released was tremendous. The Sorceress barely averted the catastrophe, but the swamp still doubled in size on that day.",
}>>
<<set setup.lostgemisland to {
name:"Lost Gem Island",
desc:"Lost Gem Island used to be the source of the clearest, most valuable gemstones in the Archipelago – until the ever expanding marshes flooded the mineshaft the stones were found in. Locals, as well as treasure hunters from other parts of the Archipelago, tried looking for gems in other parts of the island, with great difficulties caused by muddy soil, but so far they've had little success.",
terrain:"marshy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Keeper of Gems, an ancient spirit who punishes reckless miners, whose greed makes them abandon all caution.",
wanderer:"The most handsome young man I've ever met came from this island. He was a miner. He died long ago, surrounded by his children and grandchildren... even in his old age, he was quite good-looking.",
}>>
<<set setup.swanisland to {
name:"Swan Island",
desc:"The expansive wetlands of Swan Island are home to countless waterfowl. The central part of the island is hilly, with streams and lakes shaded by willow groves; coastal areas are swampy and shrouded in mist. The only rocky part of Swan Island, rising from the marshes by the sea, is where its main town was built. White swan is the symbol of the island and its image can be seen everywhere in the town, from signboards to clothes, to architectural ornaments.",
terrain:"marshy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"three sisters turned into swans by a jealous witch, and how they broke the spell thanks to magic reeds from the marshes.",
wanderer:"I got attacked by a pair of swans when I waded through the marshes here, long ago. Turned out I unknowingly came very close to their nest in the rushes. I had to use some nature magic to calm them down.",
}>>
<<set setup.mistyshore to {
name:"Misty Shore",
desc:"The salty marshes of Misty Shore stretch far and wide, blending with the ocean. Thick mangroves that grow along the island's coast are home to many animals and birds. It's always misty in these tangled forests; local people build their houses on high stilts or on trees to escape the fog hanging down below. ",
terrain:"marshy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"strange, dancing lights that appear in the marshes, leading astray unwary travellers.",
wanderer:"I once accompanied a group of merchants on a journey through Misty Shore. We were tricked by ghost lights at night and almost lost our lives in the swamp. I learned to be more careful on that day.",
}>>
<<set setup.journeysend to {
name:"Journey's End",
desc:"No one remembers if Journey's End's name was meant to be hopeful or ominous; whether it signifies reaching a safe harbour or being cast ashore by opposing winds. This sparsely populated island is covered with bogs and wetlands; they supply local people with an abundance of rushes that can be made into baskets, hats, even furniture.",
terrain:"marshy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"mysterious, goblin-like creatures that live in the bog; they're mischievous and like playing tricks on travellers.",
wanderer:"They call it \"Journey's End\", but it's more often the beginning. I knew so many travellers and explorers from this island! Maybe they all set out on their journeys to prove the island's name wrong?",
}>>
<<set setup.puffinisland to {
name:"Puffin Island",
desc:"The shores of Puffin Island are rocky, with patches of tall grass. Thousands of puffins come to nest here in the season, but they only inhabit distant parts of the island, far from human settlements. Local people claim they can predict the harshness of the coming winter by studying the birds' behaviour. The central part of Puffin Island is mostly hills and gorges, barren and difficult to cross.",
terrain:"rocky",
unique:"Visit the distant part of the island to watch the puffins",
uniquetarget:"meetpuffins",
uniquegatherinfo:"As you might have guessed from the name, Puffin Island is home to countless puffins, who nest among the boulders on the secluded northern shore.",
story:"the wondrous adventures young pufflings have on the sea before they return to land to nest a whole year after fledging.",
wanderer:"I remember coming here to watch the puffins, and saving a puffling from a gull. The silly chick left its burrow to wander around and almost got eaten!",
}>>
<<set setup.coldstoneharbour to {
name:"Coldstone Harbour",
desc:"Coldstone Harbour rises from cold, turbulent waters. The sea around the island is notoriously dangerous to navigate, which is why a lighthouse was built on Two Points Rock, near the harbour entrance, centuries ago. The island is shaped like a triangle, with jagged mountains on one of its points, and rocky, barren lowlands everywhere else. Farming is difficult here, so locals mostly rely on fishing for food.",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Ghost Lighthouse Keeper of Two Points Rock, who, bound by duty, cared for her lighthouse for years after her death, saving many ships from peril.",
wanderer:"I once spent a whole week in the Two Points Rock Lighthouse. I went there to look at some rare sea maps, but ended up caring for the keeper, who was struck with illness, and for the light!",
}>>
<<set setup.saltystormisle to {
name:"Salty Storm Isle",
desc:"This rocky island, with a jagged mountain ridge running along its central belt, is constantly buffeted by storms, which bring in salty water from the ocean and make farming in the few lowland areas near the coast very difficult. It is said Salty Storm Isle was a favourite pirate hideout some years ago, as the storms paired with dangerous rocky shallows along the coast were almost guaranteed to sink any warship chasing after the small pirate vessels.",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the cunning pirates of Salty Storm Isle and the king's fleet which chased them, endlessly and in vain.",
wanderer:"I once came to Salty Storm Isle on a merchant ship. The pirates went after us as we approached the island, and we only escaped thanks to a magic trick involving dense fog.",
}>>
<<set setup.saltmistisland to {
name:"Salt Mist Island",
desc:"The coast of Salt Mist Island is marked by hundreds of fjords, which cut deep into the land. When high waves crash against the fjords, they create plumes of salt water, which gave the island its name. Most of Salt Mist Island is barren, rocky hills, occasionally interrupted by meadows and pine forests. ",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"how Sorceress Mirlanda used her magic to turn away a wild storm that threatened the port on Salt Mist Island.",
wanderer:"The fjords of Salt Mist Island have always been my favourite place for solitary meditation. Up on the rocks or down in a boat – try it one day. The wind and the sea really speak to one's soul here.",
}>>
<<set setup.vikkena to {
name:"Vikkena",
desc:"The iron-rich rocks of Vikkena give a rusty red colour to its mountains and plateaus. The island has a long history of internal conflict, with warring cities and factions; some legends say the colour of the rocks comes from blood spilled in countless battles. Now most of the old castles and fortified cities lie abandoned, and there is a relative peace among the locals.",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Black Knight of Vikkena, a swordmaster famous in the entire Archipelago, whose true identity has never been discovered.",
wanderer:"I remember times when there were so many ironworks on Vikkena, it never got dark here. There was always a furnace or two in sight, surrounded by a red glow.",
}>>
<<set setup.wyvernroost to {
name:"Wyvern Roost",
desc:"Access to Wyvern Roost from the sea is guarded by jagged granite cliffs, rising from the ocean like giant teeth. There's one natural harbour in a small cove, which is where the island's main town was built. The steep cliffs and strong winds didn't bother wild wyverns, which nested here in great numbers, before getting hunted almost to extinction by locals, to whom they posed a great threat.",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the treasures guarded by the Golden Wyvern, and the clever shepherd who stole them.",
wanderer:"I once came here to study the habits of wyverns. But locals only wanted me to use my knowledge to kill the beasts, which hunted their livestock.",
}>>
<<set setup.sanctuaryrock to {
name:"Sanctuary Rock",
desc:"Sanctuary Rock is a tall mountain massive rising from the ocean; its steep cliffs give protection from winds and storms, small coves make for natural harbours, and plateaus and valleys in the central region provide some arable land to local farmers. Legends say first settlers arrived here escaping the destruction of a nearby flat and fertile island, which was sunk by a flood. Sanctuary Rock proved a safe shelter.",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the long and perilous journeys of the first settlers, and how they were saved by reaching Sanctuary Rock.",
wanderer:"I once wandered through the mountains of Sanctuary Rock when a terrible storm came. I hid in a nearby cave, only to find myself next to a brown bear. The poor thing was so scared of thunder and lightning I had to comfort him until the storm passed.",
}>>
<<set setup.seabirdshore to {
name:"Seabird Shore",
desc:"More seabirds than people live on Seabird Shore; in the nesting season, the rocky coast is home to countless colonies of gulls, terns and auks. Local people mostly live from fishing. The expansive highlands of Seabird Shore hide many secluded valleys, winding paths and deep caves.",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a young fisherman who died at sea. His soul returned as a white albatross that guided fishing boats to plentiful shoals.",
wanderer:"I caught my biggest fish ever on this island, a long time ago. And inside the fish, I found an old, gold imperial coin. Talk about luck!",
}>>
<<set setup.mermaidrock to {
name:"Mermaid Rock",
desc:"Mermaid Rock is divided into two parts by a tall, narrow fjord. The island's outer coast is formed by rocky cliffs, with only a few small coves where ships can safely dock. It is said that in the past, a mermaid lived near the island. She took sympathy to sailors braving the dangerous waters and guided them to safety with her singing. ",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the strange, but beautiful song of the Mermaid, and how hearing it brought good luck to any sailor.",
wanderer:"I've met merfolk many times in my life, but never near Mermaid Rock. Isn't it strange?",
}>>
<<set setup.cliffwall to {
name:"Cliffwall",
desc:"Cliffwall is mountainous, with the tallest range – the Rim – surrounding the entire island and forming an inaccessible wall on the ocean side. All travellers have to arrive through a narrow gap between the tall cliffs; the locals call that passage \"the Gate\". It leads to a large, but shallow bay with a wide view of the hills and mountains, and the Rim towering over in the distance.",
terrain:"rocky",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"ancient wizards, who defended Cliffwall from an invading fleet by stretching an invisible, magic net across the Gate, thus trapping enemy ships.",
wanderer:"I once climbed to the top of the Gate. The view of the harbour and the open sea was simply stunning",
}>>
<<set setup.singingsandshore to {
name:"Singing Sand Shore",
desc:"It is said that the sands of this barren island remember an ancient kingdom of which not even ruins remain – they all crumbled to dust. All that's left is whispered memories that can be heard if you walk in the desert at night. No records exist of the supposed kingdom, but it's true the sands on this island produce wistful, wailing sounds under travellers' feet. Many people on Singing Sand Shore play peculiar musical instruments designed to imitate these sounds.",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"various songs and melodies sang by the desert sands, and their likely meanings.",
wanderer:"Did you know that sands on this island sing differently depending on where exactly you are? A nice method of finding your way around, if you know all their songs.",
}>>
<<set setup.distantshore to {
name:"Distant Shore",
desc:"It is said Distant Shore is located so far from any other island in the Archipelago, sailors of old were convinced there can be no land in that part of the ocean. Upon spying the sandy shores in the distance, some of them were convinced they were being deceived by a mirage. Distant Shore is no longer an uncharted land; it has a lively harbour and exports a lot of craft products to other islands. The central part of the island is a barren desert, but it turns green with grass and strange flowers for a few days every year, when summer rains fall. ",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the vengeful spirits of the desert, which once ruled Distant Shore, before Sorceress Mirlanda imprisoned them deep underground.",
wanderer:"I've visited Distant Shore once in the past and saw the flowers blooming in the desert after the summer rainfall. A most beautiful, memorable sight – life taking over the barren sands for a few short days.",
}>>
<<set setup.mirageisland to {
name:"Mirage Island",
desc:"A swath of white sand and tall dunes rising from azure waters, Mirage Island has one major port town, several coastal villages and vast areas of harsh desert where strange forms and distorted visions appear to travellers. The desert is rumoured to be hiding ruins of ancient cities, but the towers and palaces some claim to have seen may well be just another mirage.",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a magic palace, carried by desert winds from one place to another, that only appears to people pure of heart.",
wanderer:"I once spent some time in the desert of Mirage Island. I saw many strange buildings, most of them mirages, but one, a ruined temple, was real. It was an ancient place, its walls covered with mysterious paintings. I tried to return there later, but whenever I spotted the ruins in the distance, they turned out to be just a mirage.",
}>>
<<set setup.bountycay to {
name:"Bounty Cay",
desc:"A sandy island surrounded by a coral reef, with many caves located along the coast, Bounty Cay is rumoured to hide great treasures. Local legend says that many years ago a ship carrying chests filled with gold and gemstones sunk near the island, and most of its precious cargo was carried by sea currents into the submerged tunnels that connect the coastal grottoes. Many young, adventurous locals lost their lives in the tunnels, diving in search of the treasure. ",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a famous bard-turned-pirate who sailed the seas around Bounty Cay and composed songs about gold and treasures.",
wanderer:"I once won a drinking contest on Bounty Cay, against a pirate bosun. I even won his hat, but the rascal sent his pet monkey to steal it from me the following night.",
}>>
<<set setup.shipwreckisland to {
name:"Shipwreck Island",
desc:"Shipwreck Island looks inviting from the distance, with its white beaches and tall palm trees, but is surrounded by underwater reefs which have sunk many ships; wrecks of some can still be seen. Locals only sail small boats that can pass over or manoeuvre around hidden rocks, and make their living from fishing. The central part of Shipwreck Island is harsh desert with only a few oases of green.",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a shipwreck that once suddenly surfaced in a pond, in a desert oasis. It was made of red wood carved in strange symbols no one could read.",
wanderer:"I once helped a local girl look for sunken treasure in a shipwreck near this island. She was the best diver I've ever seen; I only came along to watch over our boat as she went down to the shipwreck over and over again, bringing back some truly fabulous finds.",
}>>
<<set setup.seafoamcay to {
name:"Seafoam Cay",
desc:"Seafoam Cay is a barren island with a rocky, irregular shoreline and expansive desert with patches of white and brown sand. Fire tornadoes sometimes appear in the desert; these glowing pillars wander around the island until they reach the sea, where they dissolve among plumes of smoke, causing water to stir and foamy whitecaps to form. Settlements on the island are built on rocky plateaus, away from the treacherous sands.",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Wandering Corpses, a horde of desiccated undead creatures that roamed the deserts of Seafoam Cay, destroying anything in its way, until a group of brave locals lured it into the sea, where it was destroyed by water.",
wanderer:"Last time I visited Seafoam Cay, I got chased by a stray fire pillar and had to dive into the ocean to save myself!",
}>>
<<set setup.quietcove to {
name:"Quiet Cove",
desc:"This horseshoe-shaped island is surrounded by colourful reefs and bright blue waters. Clumps of palm trees grow along the coast, but the central belt is barren, covered with gravel plains and sand dunes. Most settlements on Quiet Cove are located on the inner curve of its shoreline, where the waters are shallow, calm and abundant in fish.",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"friendly merfolk who once lived among the reefs and traded with human inhabitants of Quiet Cove.",
wanderer:"The last time I visited Quiet Cove, I teamed up with people from a coastal village to save a beached whale. Pushing it back into the ocean took us the whole evening; then we celebrated the entire night.",
}>>
<<set setup.seashellcove to {
name:"Seashell Cove",
desc:"Seashell Cove is a sandy island with beautiful white beaches. Countless seashells, of all shapes, colours and sizes, can be found on the shores of the island. Local people make jewellery, musical instruments and even tools out of them. Sometimes, seashells are found in the arid central part of the island, which is why the islanders believe it was once covered by sea.",
terrain:"sandy",
unique:"Go to the beach to look for seashells",
uniquetarget:"seashells",
uniquegatherinfo:"The island is famous for opalescent seashells found on its beaches. They're really beautiful, and some are even valuable.",
story:"a beautiful woman whose loved one drowned in the sea; she spent the next seven years crying, and her tears turned into white pearls.",
wanderer:"Whenever I visit Seashell Cove, I collect some seashells to put on a string and tie around the crown of my hat. In fact, I'll be heading to the beach now, to do just that.",
}>>
<<set setup.captainsdeliverance to {
name:"Captain's Deliverance",
desc:"Local legend says that an unnamed captain was saved from a shipwreck when waves carried them to the safe shore of Captain's Deliverance. Some islanders claim to be direct descendants of that legendary captain. Most of the island is sand and rocky desert, but there are tracts of arable land on the coast, and seasonal rivers appear even in the dry central area.",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"ghastly ships which sail the island's dry rivers on nights of full moon.",
wanderer:"A long time ago, I got caught up in a sandstorm on Captain's Deliverance. I saved myself by hiding under an upturned boat. I wonder to this day what it was doing in the middle of the desert.",
}>>
<<set setup.sunsetreef to {
name:"Sunset Reef",
desc:"The coast of Sunset Reef is a labyrinth of white, dead coral; local people believe it used to lie underwater in ancient times. Colourful seashells and bones of strange sea creatures can be found among the coral. Sand flats cover the central part of the island.",
terrain:"sandy",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a woman who could talk to fish and learned about sunken treasures on the reef from them.",
wanderer:"I once found a sea serpent skull on the beach here. It was large enough for me to easily walk between the open jaws, but then again, I'm not the tallest person around.",
}>>
<<set setup.caldera to {
name:"Caldera",
desc:"In the very centre of Caldera there's a giant lake, formed in the crater of an extinct volcano. Forest and shrubs cover the area around the lake. Local people plant fruit trees and grapes in the rich volcanic soil. The coastal parts of the island are barren plains of rock and ash, dotted by small, still active craters which frequently erupt.",
terrain:"volcanic",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"an island of black rock that one day emerged from the water in the middle of Caldera's crater, only to sink back into the lake the following day.",
wanderer:"I remember going for a swim in the giant crater lake. The water was so warm and pleasant!",
}>>
<<set setup.vanguardisland to {
name:"Vanguard Island",
desc:"Some of the sweetest and most sought after wines in the Archipelago are made on Vanguard Island, where vines grow in the sun, on the slopes of an extinct volcano. Other volcanoes on the island are still active; they tower above plains of basalt, spitting out smoke and lava. Hundreds of years ago, Vanguard Island was the southernmost part of an expansive empire. Ruins of old forts are a reminder of that past.",
terrain:"volcanic",
unique:"Visit the local vineyards",
uniquetarget:"vineyards",
uniquegatherinfo:"When visiting Vanguard Island, you should buy some of the local wines. They're delicious and refreshing.",
story:"the ancient empire which Vanguard Island once belonged to, and its fall after years of stagnation and complacency.",
wanderer:"I once accompanied a group of mercenaries on a quest here. We got attacked by an overwhelming force of bandits and had to seek refuge in an old fort, where we withstood a siege for three days, until the bandits got tired with the situation and just left.",
}>>
<<set setup.skullisland to {
name:"Skull Island",
desc:"Skull Island is a massive active volcano, rising from the depths of the sea and surrounded by dangerous shallows and jagged rocks. Nothing grows on the slopes of the fiery mountain; only a narrow coastal belt of the island has any vegetation. Bones of strange creatures, many of them enormous, can be found around the island and in the surrounding waters. One giant skull is wedged into a crevice in the upper slope of the volcano; it's the size of a house and can be seen from a great distance. Even the locals don't know what creature it belonged to, or how it ended up in the crevice. ",
terrain:"volcanic",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"a mad wizard who tried to animate the bones of ancient creatures found on Skull Island, only to be destroyed by her own creations.",
wanderer:"I used to know a mage who tried to revive the ancient creatures of Skull Island from their bones. She never succeeded, but she put together many strange skeletons – most of them incorrectly, I think.",
}>>
<<set setup.basaltisle to {
name:"Basalt Isle",
desc:"Basalt Isle consists of dark, rocky plains, small active volcanoes and groves of palm trees. These groves often burn down in fires caused by volcanic eruptions, but new ones quickly regrow from the ashes. Local people build their houses out of volcanic rock and catch abundant fish near the island's shores, in waters warmed by streams of lava flowing into the sea.",
terrain:"volcanic",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"how Sorceress Mirlanda defeated the Fiery Fiend of Basalt Isle by answering every single one of its riddles.",
wanderer:"I once visited Basalt Isle during a particularly violent volcanic eruption. I still remember the dense smoke from the crater and from the burning palm groves – it enveloped the entire island.",
}>>
<<set setup.obsidianwall to {
name:"Obsidian Wall",
desc:"A tall wall of black obsidian, polished and shiny, borders the island's main port town on the land side. Local legends say it was formed when, ages ago, the town was threatened by a massive flow of lava from a nearby volcano. A group of powerful wizards managed to stop the lava in place with an invisible magic barrier and cool it down; the lava solidified, turning into a wall of obsidian. All but one of the wizards died, having exhausted all their energy in the heroic feat. A monument in Obsidian Wall's harbour commemorates their sacrifice.",
terrain:"volcanic",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"an ancient tribe which lived on Obsidian Wall, but was completely wiped out by a massive eruption, leaving behind only ruins buried under volcanic ash.",
wanderer:"The wall of obsidian surrounding the harbour town still contains remnants of ancient spells used to create it. I go there whenever I visit the island, to listen to the whispers of magic.",
}>>
<<set setup.craterisland to {
name:"Crater Island",
desc:"Crater Island is what remains of an enormous volcano that sank into the ocean ages ago. Now only the rim and bowl of its crater rise above the waves; in the bowl, there's a sprawling plain of volcanic ash, with patches of vegetation and some active crevices still spewing fire and smoke. Most islanders live inside the bowl of the crater, but some settlements, including the island's main harbour, are hewn in the rock on the outer side of the rim.",
terrain:"volcanic",
unique:"",
uniquetarget:"",
uniquegatherinfo:"",
story:"the Lava People, a strange tribe of red-skinned humanoids who ruled Crater Island when its main volcano was still active and covered the entire island in ashes and lava.",
wanderer:"I can vividly remember cooking an emergency meal of fish and potatoes over a tiny lava outflow on Crater Island. It tasted really good.",
}>>
<<set setup.islands to [setup.wildmossisland, setup.windhillisland, setup.shipwrightsgrove, setup.sevencovesisland, setup.geda, setup.forgottensongisland, setup.lahnisleap, setup.oldoakisland, setup.ivoryisle, setup.moonlightprairie, setup.islandofthedreamer, setup.sailorsrest, setup.griffinisland, setup.alba, setup.seagullisle, setup.starisland, setup.mercyisland, setup.sealisland, setup.darkrootisland, setup.crownisland, setup.simianisland, setup.farna, setup.farawaycove, setup.macawisland, setup.whisperingisland, setup.grimrotisland, setup.lostgemisland, setup.swanisland, setup.mistyshore, setup.journeysend, setup.puffinisland, setup.coldstoneharbour, setup.saltystormisle, setup.saltmistisland, setup.vikkena, setup.wyvernroost, setup.sanctuaryrock, setup.seabirdshore, setup.mermaidrock, setup.cliffwall, setup.singingsandshore, setup.distantshore, setup.mirageisland, setup.bountycay, setup.shipwreckisland, setup.seafoamcay, setup.quietcove, setup.seashellcove, setup.captainsdeliverance, setup.sunsetreef, setup.caldera, setup.vanguardisland, setup.skullisland, setup.basaltisle, setup.obsidianwall, setup.craterisland]>>
<<set setup.row1islands to [setup.alba, setup.seagullisle, setup.starisland, setup.mercyisland, setup.sealisland, setup.whisperingisland, setup.wildmossisland, setup.windhillisland, setup.shipwrightsgrove, setup.sevencovesisland, setup.geda, setup.forgottensongisland, setup.lahnisleap, setup.oldoakisland, setup.puffinisland, setup.coldstoneharbour, setup.saltystormisle, setup.saltmistisland, setup.vikkena, setup.wyvernroost, setup.sanctuaryrock, setup.seabirdshore, setup.mermaidrock, setup.cliffwall]>>
<<set setup.row2islands to [setup.wildmossisland, setup.windhillisland, setup.shipwrightsgrove, setup.sevencovesisland, setup.geda, setup.forgottensongisland, setup.lahnisleap, setup.oldoakisland, setup.puffinisland, setup.coldstoneharbour, setup.saltystormisle, setup.saltmistisland, setup.vikkena, setup.wyvernroost, setup.sanctuaryrock, setup.seabirdshore, setup.mermaidrock, setup.cliffwall, setup.ivoryisle, setup.moonlightprairie, setup.islandofthedreamer, setup.sailorsrest, setup.griffinisland, setup.grimrotisland, setup.lostgemisland, setup.swanisland, setup.mistyshore, setup.journeysend]>>
<<set setup.row3islands to [setup.ivoryisle, setup.moonlightprairie, setup.islandofthedreamer, setup.sailorsrest, setup.griffinisland, setup.grimrotisland, setup.lostgemisland, setup.swanisland, setup.mistyshore, setup.journeysend, setup.singingsandshore, setup.distantshore, setup.mirageisland, setup.bountycay, setup.shipwreckisland, setup.seafoamcay, setup.quietcove, setup.seashellcove, setup.captainsdeliverance, setup.sunsetreef, setup.caldera, setup.vanguardisland, setup.skullisland, setup.basaltisle, setup.obsidianwall, setup.craterisland]>>
<<set setup.row4islands to [setup.singingsandshore, setup.distantshore, setup.mirageisland, setup.bountycay, setup.shipwreckisland, setup.seafoamcay, setup.quietcove, setup.seashellcove, setup.captainsdeliverance, setup.sunsetreef, setup.caldera, setup.vanguardisland, setup.skullisland, setup.basaltisle, setup.obsidianwall, setup.craterisland, setup.darkrootisland, setup.crownisland, setup.simianisland, setup.farna, setup.farawaycove, setup.macawisland]>>
<</widget>>
<<widget "destinations">>
<<set setup.destinations to ["Island1intro", "Island2intro", "Island3intro", "Island4intro", "Island5intro", "Island6intro", "Island7intro", "Island8intro", "Island9intro", "Island10intro", "Island11intro", "Island12intro", "Island13intro", "Island14intro", "Island15intro", "Island16intro"]>>
<</widget>>A beautiful, transparent, uncut gemstone.
Can be sold for a huge amount of silver.
Used for crafting magic jewellery.
<a class="link-internal ui-close">Close</a>A beautiful, green, uncut gemstone.
Can be sold for a significant amount of silver.
Used for crafting magic jewellery.
<a class="link-internal ui-close">Close</a>A beautiful, red, uncut gemstone.
Can be sold for a significant amount of silver.
Used for crafting magic jewellery.
<a class="link-internal ui-close">Close</a>A beautiful, blue, uncut gemstone.
Can be sold for a significant amount of silver.
Used for crafting magic jewellery.
<a class="link-internal ui-close">Close</a><<if not $market1tradegoodsvisited>><<set $market1tradegoodsvisited to true>><</if>>\
<span class = "heading">GOODS SOLD:</span>
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $foodsupplies)<<if $market1supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market1supply + " in stock)"|market1tradegoods][$silver -= $goodsbuyprice; $foodsupplies += 1; $market1supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market1supply in stock)<</if>>
<</if>>
<span class = "heading">GOODS BOUGHT:</span>
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $craftingmaterials)<span id = "tab"><<if $craftingmaterials > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market1tradegoods][$silver += $goodsdemandedsellprice; $craftingmaterials -= 1]]<</if>></span>
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $luxuryitems)<span id = "tab"><<if $luxuryitems > 0>>[["Sell for " + $goodssellprice + " silver"|market1tradegoods][$silver += $goodssellprice; $luxuryitems -= 1]]<</if>></span>
[[Return to market entrance|market1]]<<if not $market2tradegoodsvisited>><<set $market2tradegoodsvisited to true>><</if>>\
<span class = "heading">GOODS SOLD:</span>
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $foodsupplies)<<if $market2supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market2supply + " in stock)"|market2tradegoods][$silver -= $goodsbuyprice; $foodsupplies += 1; $market2supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market2supply in stock)<</if>>
<</if>>
<span class = "heading">GOODS BOUGHT:</span>
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $luxuryitems)<span id = "tab"><<if $luxuryitems > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market2tradegoods][$silver += $goodsdemandedsellprice; $luxuryitems -= 1]]<</if>></span>
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $craftingmaterials)<span id = "tab"><<if $craftingmaterials > 0>>[["Sell for " + $goodssellprice + " silver"|market2tradegoods][$silver += $goodssellprice; $craftingmaterials -= 1]]<</if>></span>
[[Return to market entrance|market2]]<<if not $market3tradegoodsvisited>><<set $market3tradegoodsvisited to true>><</if>>\
<span class = "heading">GOODS SOLD:</span>
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $craftingmaterials)<<if $market3supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market3supply + " in stock)"|market3tradegoods][$silver -= $goodsbuyprice; $craftingmaterials += 1; $market3supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market3supply in stock)<</if>>
<</if>>
<span class = "heading">GOODS BOUGHT:</span>
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $foodsupplies)<span id = "tab"><<if $foodsupplies > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market3tradegoods][$silver += $goodsdemandedsellprice; $foodsupplies -= 1]]<</if>></span>
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $luxuryitems)<span id = "tab"><<if $luxuryitems > 0>>[["Sell for " + $goodssellprice + " silver"|market3tradegoods][$silver += $goodssellprice; $luxuryitems -= 1]]<</if>></span>
[[Return to market entrance|market3]]<<if not $market4tradegoodsvisited>><<set $market4tradegoodsvisited to true>><</if>>\
<span class = "heading">GOODS SOLD:</span>
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $craftingmaterials)<<if $market4supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market4supply + " in stock)"|market4tradegoods][$silver -= $goodsbuyprice; $craftingmaterials += 1; $market4supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market4supply in stock)<</if>>
<</if>>
<span class = "heading">GOODS BOUGHT:</span>
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $luxuryitems)<span id = "tab"><<if $luxuryitems > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market4tradegoods][$silver += $goodsdemandedsellprice; $luxuryitems -= 1]]<</if>></span>
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $foodsupplies)<span id = "tab"><<if $foodsupplies > 0>>[["Sell for " + $goodssellprice + " silver"|market4tradegoods][$silver += $goodssellprice; $foodsupplies -= 1]]<</if>></span>
[[Return to market entrance|market4]]<<if not $market5tradegoodsvisited>><<set $market5tradegoodsvisited to true>><</if>>\
<span class = "heading">GOODS SOLD:</span>
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $luxuryitems)<<if $market5supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market5supply + " in stock)"|market5tradegoods][$silver -= $goodsbuyprice; $luxuryitems += 1; $market5supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market5supply in stock)<</if>>
<</if>>
<span class = "heading">GOODS BOUGHT:</span>
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $foodsupplies)<span id = "tab"><<if $foodsupplies > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market5tradegoods][$silver += $goodsdemandedsellprice; $foodsupplies -= 1]]<</if>></span>
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $craftingmaterials)<span id = "tab"><<if $craftingmaterials > 0>>[["Sell for " + $goodssellprice + " silver"|market5tradegoods][$silver += $goodssellprice; $craftingmaterials -= 1]]<</if>></span>
[[Return to market entrance|market5]]<<if not $market6tradegoodsvisited>><<set $market6tradegoodsvisited to true>><</if>>\
<span class = "heading">GOODS SOLD:</span>
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $luxuryitems)<<if $market6supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market6supply + " in stock)"|market6tradegoods][$silver -= $goodsbuyprice; $luxuryitems += 1; $market6supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market6supply in stock)<</if>>
<</if>>
<span class = "heading">GOODS BOUGHT:</span>
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $craftingmaterials)<span id = "tab"><<if $craftingmaterials > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market6tradegoods][$silver += $goodsdemandedsellprice; $craftingmaterials -= 1]]<</if>></span>
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $foodsupplies)<span id = "tab"><<if $foodsupplies > 0>>[["Sell for " + $goodssellprice + " silver"|market6tradegoods][$silver += $goodssellprice; $foodsupplies -= 1]]<</if>></span>
[[Return to market entrance|market6]]<<if not $market7tradegoodsvisited>><<set $market7tradegoodsvisited to true>><</if>>\
<span class = "heading">GOODS SOLD:</span>
<<if $market7goodsold == "food supplies">>\
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $foodsupplies)<<if $market7supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market7supply + " in stock)"|market7tradegoods][$silver -= $goodsbuyprice; $foodsupplies += 1; $market7supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market7supply in stock)<</if>>
<</if>>
<<elseif $market7goodsold == "crafting materials">>\
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $craftingmaterials)<<if $market7supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market7supply + " in stock)"|market7tradegoods][$silver -= $goodsbuyprice; $craftingmaterials += 1; $market7supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market7supply in stock)<</if>>
<</if>>
<<else>>\
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $luxuryitems)<<if $market7supply == 0>><span id = "tab"><span class = "red">SOLD OUT</span></span><<else>><span id = "tab"><<if $silver >= $goodsbuyprice>>[["Buy for " + $goodsbuyprice + " silver (" + $market7supply + " in stock)"|market7tradegoods][$silver -= $goodsbuyprice; $luxuryitems += 1; $market7supply -= 1]]<<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span> ($market7supply in stock)<</if>>
<</if>>
<</if>>\
<span class = "heading">GOODS BOUGHT:</span>
<<if $market7gooddemanded == "food supplies">>\
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $foodsupplies)<span id = "tab"><<if $foodsupplies > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market7tradegoods][$silver += $goodsdemandedsellprice; $foodsupplies -= 1]]<</if>></span>
<<elseif $market7gooddemanded == "crafting materials">>\
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $craftingmaterials)<span id = "tab"><<if $craftingmaterials > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market7tradegoods][$silver += $goodsdemandedsellprice; $craftingmaterials -= 1]]<</if>></span>
<<else>>\
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (sought after) (owned: $luxuryitems)<span id = "tab"><<if $luxuryitems > 0>>[["Sell for " + $goodsdemandedsellprice + " silver"|market7tradegoods][$silver += $goodsdemandedsellprice; $luxuryitems -= 1]]<</if>></span>
<</if>>\
<<if $market7goodbought == "luxury items">>\
<span class = "examine"><<link "Luxury items">>
<<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $luxuryitems)<span id = "tab"><<if $luxuryitems > 0>>[["Sell for " + $goodssellprice + " silver"|market7tradegoods][$silver += $goodssellprice; $luxuryitems -= 1]]<</if>></span>
<<elseif $market7goodbought == "crafting materials">>\
<span class = "examine"><<link "Crafting materials">>
<<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $craftingmaterials)<span id = "tab"><<if $craftingmaterials > 0>>[["Sell for " + $goodssellprice + " silver"|market7tradegoods][$silver += $goodssellprice; $craftingmaterials -= 1]]<</if>></span>
<<else>>\
<span class = "examine"><<link "Food supplies">>
<<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $foodsupplies)<span id = "tab"><<if $foodsupplies > 0>>[["Sell for " + $goodssellprice + " silver"|market7tradegoods][$silver += $goodssellprice; $foodsupplies -= 1]]<</if>></span>
<</if>>\
[[Return to market entrance|market7]]<<set $marketvisited to "generalmarket">>\
<span class = "bigheader">BUY<span id = "tab">[[SELL|sellconsumables]]</span></span>
<span class = "heading">CONSUMABLES</span><span id = "tab">[[WEAPONS|generalmarketweapons]]</span><span id = "tab">[[ARMOUR|generalmarketarmour]]</span><span id = "tab">[[OTHER ITEMS|generalmarketmisc]]</span>
<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> (owned: $potionsmallhealth)
</div>\
<div class="column middle">\
<<if $silver >= $potionsmallbuyprice>>\
<<link [["Buy for " + $potionsmallbuyprice + " silver"|generalmarket]]>><<set $potionsmallhealth += 1>><<set $silver -= $potionsmallbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionsmallbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionmediumhealth)
</div>\
<div class="column middle">\
<<if $silver >= $potionmediumbuyprice>>\
<<link [["Buy for " + $potionmediumbuyprice + " silver"|generalmarket]]>><<set $potionmediumhealth += 1>><<set $silver -= $potionmediumbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionmediumbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionsmallmagic)
</div>\
<div class="column middle">\
<<if $silver >= $potionsmallbuyprice>>\
<<link [["Buy for " + $potionsmallbuyprice + " silver"|generalmarket]]>><<set $potionsmallmagic += 1>><<set $silver -= $potionsmallbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionsmallbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionmediummagic)
</div>\
<div class="column middle">\
<<if $silver >= $potionmediumbuyprice>>\
<<link [["Buy for " + $potionmediumbuyprice + " silver"|generalmarket]]>><<set $potionmediummagic += 1>><<set $silver -= $potionmediumbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionmediumbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $antidote)
</div>\
<div class="column middle">\
<<if $silver >= $antidotebuyprice>>\
<<link [["Buy for " + $antidotebuyprice + " silver"|generalmarket]]>><<set $antidote += 1>><<set $silver -= $antidotebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $antidotebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $icysalve)
</div>\
<div class="column middle">\
<<if $silver >= $icysalvebuyprice>>\
<<link [["Buy for " + $icysalvebuyprice + " silver"|generalmarket]]>><<set $icysalve += 1>><<set $silver -= $icysalvebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $icysalvebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $bottledmist)
</div>\
<div class="column middle">\
<<if $silver >= $bottledmistbuyprice>>\
<<link [["Buy for " + $bottledmistbuyprice + " silver"|generalmarket]]>><<set $bottledmist += 1>><<set $silver -= $bottledmistbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $bottledmistbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<<link "Return to the market entrance" $markettarget>><</link>><span class = "bigheader">BUY<span id = "tab">[[SELL|sellweapons]]</span></span>
<span class = "heading">[[CONSUMABLES|generalmarket]]<span id = "tab">WEAPONS</span><span id = "tab">[[ARMOUR|generalmarketarmour]]</span><span id = "tab">[[OTHER ITEMS|generalmarketmisc]]</span></span>
<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> (owned: $knifeowned)
</div>\
<div class="column middle">\
<<if $silver >= $knifebuyprice>>\
<<link [["Buy for " + $knifebuyprice + " silver"|generalmarketweapons]]>><<set $knifeowned += 1>><<set $silver -= $knifebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $knifebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $staffowned)
</div>\
<div class="column middle">\
<<if $silver >= $staffbuyprice>>\
<<link [["Buy for " + $staffbuyprice + " silver"|generalmarketweapons]]>><<set $staffowned += 1>><<set $silver -= $staffbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $staffbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $swordowned)
</div>\
<div class="column middle">\
<<if $silver >= $swordbuyprice>>\
<<link [["Buy for " + $swordbuyprice + " silver"|generalmarketweapons]]>><<set $swordowned += 1>><<set $silver -= $swordbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $swordbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $axeowned)
</div>\
<div class="column middle">\
<<if $silver >= $axebuyprice>>\
<<link [["Buy for " + $axebuyprice + " silver"|generalmarketweapons]]>><<set $axeowned += 1>><<set $silver -= $axebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $axebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $longbowowned)
</div>\
<div class="column middle">\
<<if $silver >= $longbowbuyprice>>\
<<link [["Buy for " + $longbowbuyprice + " silver"|generalmarketweapons]]>><<set $longbowowned += 1>><<set $silver -= $longbowbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $longbowbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<<link "Return to the market entrance" $markettarget>><</link>><span class = "bigheader">BUY<span id = "tab">[[SELL|sellarmour]]</span></span>
<span class = "heading">[[CONSUMABLES|generalmarket]]<span id = "tab">[[WEAPONS|generalmarketweapons]]</span><span id = "tab">ARMOUR</span><span id = "tab">[[OTHER ITEMS|generalmarketmisc]]</span></span>
<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> (owned: $leatherarmour)
</div>\
<div class="column middle">\
<<if $silver >= $leatherarmourbuyprice>>\
<<link [["Buy for " + $leatherarmourbuyprice + " silver"|generalmarketarmour]]>><<set $leatherarmour += 1>><<set $silver -= $leatherarmourbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $leatherarmourbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $scalearmour)
</div>\
<div class="column middle">\
<<if $silver >= $scalearmourbuyprice>>\
<<link [["Buy for " + $scalearmourbuyprice + " silver"|generalmarketarmour]]>><<set $scalearmour += 1>><<set $silver -= $scalearmourbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $scalearmourbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<<link "Return to the market entrance" $markettarget>><</link>><span class = "bigheader">BUY<span id = "tab">[[SELL|sellmisc]]</span></span>
<span class = "heading">[[CONSUMABLES|generalmarket]]<span id = "tab">[[WEAPONS|generalmarketweapons]]</span><span id = "tab">[[ARMOUR|generalmarketarmour]]</span><span id = "tab">OTHER ITEMS</span></span>
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Lantern">><<script>>
Dialog.setup("Lantern");
Dialog.wiki(Story.get("lantern").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $lantern)
</div>\
<div class="column middle">\
<<if $silver >= $lanternbuyprice>>\
<<link [["Buy for " + $lanternbuyprice + " silver"|generalmarketmisc]]>><<set $lantern += 1>><<set $silver -= $lanternbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $lanternbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Mining tools">><<script>>
Dialog.setup("Mining tools");
Dialog.wiki(Story.get("miningtools").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $miningtools)
</div>\
<div class="column middle">\
<<if $silver >= $miningtoolsbuyprice>>\
<<link [["Buy for " + $miningtoolsbuyprice + " silver"|generalmarketmisc]]>><<set $miningtools += 1>><<set $silver -= $miningtoolsbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $miningtoolsbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<<link "Return to the market entrance" $markettarget>><</link>><i>This black suit of armour is decorated with spikes and skulls.
It strikes fear into the hearts of those who oppose its wearer.</i>
Grants 4 points of damage reduction.
Has a 1 in 3 chance of paralysing the opponent with fear at the
start of combat, stunning them for 3 turns.
"Mindless" and "legendary" enemies are immune to this effect,
but enemies of other types who normally resist stun are not.
The fear effect doesn't work if the user is surprised by the enemy.
<a class="link-internal ui-close">Close</a><i>The blessings this golden hauberk is imbued with can bring
a warrior back from the brink of death.</i>
Grants 3 points of damage reduction.
The first time the user is reduced to 0 HP in each combat,
they are revived with half of their max. HP instead.
<a class="link-internal ui-close">Close</a><i>This elaborately decorated silk robe offers no protection,
but helps the wearer regenerate mystical energy faster.</i>
Does not grant damage reduction.
At the start of each turn of combat, the user recovers MP
equal to 5 + their Focus.
<a class="link-internal ui-close">Close</a><span class = "bigheader">BUY<span id = "tab">[[SELL|sellweapons]]</span></span>
<span class = "heading">[[CONSUMABLES|mainmarketconsumables]]<span id = "tab">WEAPONS</span><span id = "tab">[[ARMOUR|mainmarketarmour]]</span><span id = "tab">[[OTHER ITEMS|mainmarketmisc]]</span></span>
<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> (owned: $knifeowned)
</div>\
<div class="column middle">\
<<if $silver >= $knifebuyprice>>\
<<link [["Buy for " + $knifebuyprice + " silver"|mainmarketweapons]]>><<set $knifeowned += 1>><<set $silver -= $knifebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $knifebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $staffowned)
</div>\
<div class="column middle">\
<<if $silver >= $staffbuyprice>>\
<<link [["Buy for " + $staffbuyprice + " silver"|mainmarketweapons]]>><<set $staffowned += 1>><<set $silver -= $staffbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $staffbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $swordowned)
</div>\
<div class="column middle">\
<<if $silver >= $swordbuyprice>>\
<<link [["Buy for " + $swordbuyprice + " silver"|mainmarketweapons]]>><<set $swordowned += 1>><<set $silver -= $swordbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $swordbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $axeowned)
</div>\
<div class="column middle">\
<<if $silver >= $axebuyprice>>\
<<link [["Buy for " + $axebuyprice + " silver"|mainmarketweapons]]>><<set $axeowned += 1>><<set $silver -= $axebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $axebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $greatswordowned)
</div>\
<div class="column middle">\
<<if $silver >= $greatswordbuyprice>>\
<<link [["Buy for " + $greatswordbuyprice + " silver"|mainmarketweapons]]>><<set $greatswordowned += 1>><<set $silver -= $greatswordbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $greatswordbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $longbowowned)
</div>\
<div class="column middle">\
<<if $silver >= $longbowbuyprice>>\
<<link [["Buy for " + $longbowbuyprice + " silver"|mainmarketweapons]]>><<set $longbowowned += 1>><<set $silver -= $longbowbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $longbowbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $crossbowowned)
</div>\
<div class="column middle">\
<<if $silver >= $crossbowbuyprice>>\
<<link [["Buy for " + $crossbowbuyprice + " silver"|mainmarketweapons]]>><<set $crossbowowned += 1>><<set $silver -= $crossbowbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $crossbowbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
[[Return to the market entrance|mainmarket]]<span class = "bigheader">BUY<span id = "tab">[[SELL|sellmisc]]</span></span>
<span class = "heading">[[CONSUMABLES|mainmarketconsumables]]<span id = "tab">[[WEAPONS|mainmarketweapons]]</span><span id = "tab">[[ARMOUR|mainmarketarmour]]</span><span id = "tab">OTHER ITEMS</span></span>
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Lantern">><<script>>
Dialog.setup("Lantern");
Dialog.wiki(Story.get("lantern").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $lantern)
</div>\
<div class="column middle">\
<<if $silver >= $lanternbuyprice>>\
<<link [["Buy for " + $lanternbuyprice + " silver"|mainmarketmisc]]>><<set $lantern += 1>><<set $silver -= $lanternbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $lanternbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Mining tools">><<script>>
Dialog.setup("Mining tools");
Dialog.wiki(Story.get("miningtools").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $miningtools)
</div>\
<div class="column middle">\
<<if $silver >= $miningtoolsbuyprice>>\
<<link [["Buy for " + $miningtoolsbuyprice + " silver"|mainmarketmisc]]>><<set $miningtools += 1>><<set $silver -= $miningtoolsbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $miningtoolsbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Diamond">><<script>>
Dialog.setup("Diamond");
Dialog.wiki(Story.get("diamond").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $diamond)
</div>\
<div class="column middle">\
<<if $silver >= $diamondbuyprice>>\
<<link [["Buy for " + $diamondbuyprice + " silver"|mainmarketmisc]]>><<set $diamond += 1>><<set $silver -= $diamondbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $diamondbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Emerald">><<script>>
Dialog.setup("Emerald");
Dialog.wiki(Story.get("emerald").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $emerald)
</div>\
<div class="column middle">\
<<if $silver >= $emeraldbuyprice>>\
<<link [["Buy for " + $emeraldbuyprice + " silver"|mainmarketmisc]]>><<set $emerald += 1>><<set $silver -= $emeraldbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $emeraldbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Ruby">><<script>>
Dialog.setup("Ruby");
Dialog.wiki(Story.get("ruby").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $ruby)
</div>\
<div class="column middle">\
<<if $silver >= $rubybuyprice>>\
<<link [["Buy for " + $rubybuyprice + " silver"|mainmarketmisc]]>><<set $ruby += 1>><<set $silver -= $rubybuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $rubybuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Sapphire">><<script>>
Dialog.setup("Sapphire");
Dialog.wiki(Story.get("sapphire").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $sapphire)
</div>\
<div class="column middle">\
<<if $silver >= $sapphirebuyprice>>\
<<link [["Buy for " + $sapphirebuyprice + " silver"|mainmarketmisc]]>><<set $sapphire += 1>><<set $silver -= $sapphirebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $sapphirebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<<if not $carafebought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful carafe">><<script>>
Dialog.setup("Beautiful carafe");
Dialog.wiki(Story.get("beautifulcarafe").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $beautifulcarafe)
</div>\
<div class="column middle">\
<<if $silver >= $collectoritembuyprice>>\
<<link [["Buy for " + $collectoritembuyprice + " silver"|mainmarketmisc]]>><<set $beautifulcarafe += 1>><<set $silver -= $collectoritembuyprice>><<set $carafebought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print $collectoritembuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>
[[Return to the market entrance|mainmarket]]<span class = "bigheader">BUY<span id = "tab">[[SELL|sellarmour]]</span></span>
<span class = "heading">[[CONSUMABLES|mainmarketconsumables]]<span id = "tab">[[WEAPONS|mainmarketweapons]]</span><span id = "tab">ARMOUR</span><span id = "tab">[[OTHER ITEMS|mainmarketmisc]]</span></span>
<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> (owned: $leatherarmour)
</div>\
<div class="column middle">\
<<if $silver >= $leatherarmourbuyprice>>\
<<link [["Buy for " + $leatherarmourbuyprice + " silver"|mainmarketarmour]]>><<set $leatherarmour += 1>><<set $silver -= $leatherarmourbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $leatherarmourbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $scalearmour)
</div>\
<div class="column middle">\
<<if $silver >= $scalearmourbuyprice>>\
<<link [["Buy for " + $scalearmourbuyprice + " silver"|mainmarketarmour]]>><<set $scalearmour += 1>><<set $silver -= $scalearmourbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $scalearmourbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $mailarmour)
</div>\
<div class="column middle">\
<<if $silver >= $mailarmourbuyprice>>\
<<link [["Buy for " + $mailarmourbuyprice + " silver"|mainmarketarmour]]>><<set $mailarmour += 1>><<set $silver -= $mailarmourbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $mailarmourbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
[[Return to the market entrance|mainmarket]]<span class = "bigheader">BUY<span id = "tab">[[SELL|sellconsumables]]</span></span>
<span class = "heading">CONSUMABLES</span><span id = "tab">[[WEAPONS|mainmarketweapons]]</span><span id = "tab">[[ARMOUR|mainmarketarmour]]</span><span id = "tab">[[OTHER ITEMS|mainmarketmisc]]</span>
<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> (owned: $potionsmallhealth)
</div>\
<div class="column middle">\
<<if $silver >= $potionsmallbuyprice>>\
<<link [["Buy for " + $potionsmallbuyprice + " silver"|mainmarketconsumables]]>><<set $potionsmallhealth += 1>><<set $silver -= $potionsmallbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionsmallbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionmediumhealth)
</div>\
<div class="column middle">\
<<if $silver >= $potionmediumbuyprice>>\
<<link [["Buy for " + $potionmediumbuyprice + " silver"|mainmarketconsumables]]>><<set $potionmediumhealth += 1>><<set $silver -= $potionmediumbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionmediumbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionbighealth)
</div>\
<div class="column middle">\
<<if $silver >= $potionbigbuyprice>>\
<<link [["Buy for " + $potionbigbuyprice + " silver"|mainmarketconsumables]]>><<set $potionbighealth += 1>><<set $silver -= $potionbigbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionbigbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionsmallmagic)
</div>\
<div class="column middle">\
<<if $silver >= $potionsmallbuyprice>>\
<<link [["Buy for " + $potionsmallbuyprice + " silver"|mainmarketconsumables]]>><<set $potionsmallmagic += 1>><<set $silver -= $potionsmallbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionsmallbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionmediummagic)
</div>\
<div class="column middle">\
<<if $silver >= $potionmediumbuyprice>>\
<<link [["Buy for " + $potionmediumbuyprice + " silver"|mainmarketconsumables]]>><<set $potionmediummagic += 1>><<set $silver -= $potionmediumbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionmediumbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionbigmagic)
</div>\
<div class="column middle">\
<<if $silver >= $potionbigbuyprice>>\
<<link [["Buy for " + $potionbigbuyprice + " silver"|mainmarketconsumables]]>><<set $potionbigmagic += 1>><<set $silver -= $potionbigbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionbigbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $antidote)
</div>\
<div class="column middle">\
<<if $silver >= $antidotebuyprice>>\
<<link [["Buy for " + $antidotebuyprice + " silver"|mainmarketconsumables]]>><<set $antidote += 1>><<set $silver -= $antidotebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $antidotebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $icysalve)
</div>\
<div class="column middle">\
<<if $silver >= $icysalvebuyprice>>\
<<link [["Buy for " + $icysalvebuyprice + " silver"|mainmarketconsumables]]>><<set $icysalve += 1>><<set $silver -= $icysalvebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $icysalvebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $blessedointment)
</div>\
<div class="column middle">\
<<if $silver >= $blessedointmentbuyprice>>\
<<link [["Buy for " + $blessedointmentbuyprice + " silver"|mainmarketconsumables]]>><<set $blessedointment += 1>><<set $silver -= $blessedointmentbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $blessedointmentbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $bottledmist)
</div>\
<div class="column middle">\
<<if $silver >= $bottledmistbuyprice>>\
<<link [["Buy for " + $bottledmistbuyprice + " silver"|mainmarketconsumables]]>><<set $bottledmist += 1>><<set $silver -= $bottledmistbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $bottledmistbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $bottledexplosion)
</div>\
<div class="column middle">\
<<if $silver >= $bottledexplosionbuyprice>>\
<<link [["Buy for " + $bottledexplosionbuyprice + " silver"|mainmarketconsumables]]>><<set $bottledexplosion += 1>><<set $silver -= $bottledexplosionbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $bottledexplosionbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $bottledthunder)
</div>\
<div class="column middle">\
<<if $silver >= $bottledthunderbuyprice>>\
<<link [["Buy for " + $bottledthunderbuyprice + " silver"|mainmarketconsumables]]>><<set $bottledthunder += 1>><<set $silver -= $bottledthunderbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $bottledthunderbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
[[Return to the market entrance|mainmarket]]This area of the $currentislandname great market is crowded with merchants and shopkeepers looking to buy various supplies. You can sell any trade goods you own here.
<span class = "examine"><<link "Crafting materials">><<script>>
Dialog.setup("Crafting materials");
Dialog.wiki(Story.get("craftingmaterials").processText());
Dialog.open();
<</script>><</link>></span> (owned: $craftingmaterials)<span id = "tab"><<if $craftingmaterials > 0>>[["Sell for " + $goodssellprice + " silver"|mainmarketwholesale][$silver += $goodssellprice; $craftingmaterials -= 1]]<</if>></span>
<span class = "examine"><<link "Food supplies">><<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>><</link>></span> (owned: $foodsupplies)<span id = "tab"><<if $foodsupplies > 0>>[["Sell for " + $goodssellprice + " silver"|mainmarketwholesale][$silver += $goodssellprice; $foodsupplies -= 1]]<</if>></span>
<span class = "examine"><<link "Luxury items">><<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>><</link>></span> (owned: $luxuryitems)<span id = "tab"><<if $luxuryitems > 0>>[["Sell for " + $goodssellprice + " silver"|mainmarketwholesale][$silver += $goodssellprice; $luxuryitems -= 1]]<</if>></span>
[[Return to the market entrance|mainmarket]]<<if $puffinsmet>>You return to the puffin colony and spend some time watching the busy birds and the waves crashing against the rocky shore.
[[Return to town|$currentisland]]
<<else>>You travel to the distant, uninhabited shore of Puffin Island.
It's nesting season for the puffins and the seaside colony is busy raising chicks. Countless puffins are flying out to the sea or coming back, bringing full beaks of fish to their burrows. Others have congregated on rocky ledges overlooking the sea.
You are sitting down on a grassy patch some distance from the colony and observing the puffins when one of them flies towards you and lands close by. The small black-and-white bird is watching you curiously.
[[Walk towards the puffin|puffinflyaway]]
[[Stay where you are|meetpuffins2]]
<</if>>
You travel through fields of tall, dry grass, until you reach a small valley local people call the Elephants' Graveyard.
You've heard stories of elephants – giant beasts of surprising intelligence, which could be both fierce and gentle. They used to travel across the plains of Ivory Isle in great herds many years ago. But their tusks were so coveted by collectors and artisans, that the beasts were hunted to extinction. Now only their giant skeletons remain on Ivory Isle; most of them in the Elephants' Graveyard valley. Some travellers visit the place to marvel at the remnants of ancient beasts; many claim, though, it fills them with sadness.
You arrive at the Elephants' Graveyard. The dry valley is eerily quiet. You see yellowed elephant bones everywhere; some giant skulls still have the tusks attached.
<<switch visited()>><<case 1>><<set $exp += 200>><<set $exptotal += 200>>\
Walking among the elephant skeletons, you marvel at their size and wonder what Ivory Isle was like when these giant beasts lived here. You touch a giant skull and feel as if you were touching a part of the Archipelago's history.
<span class = "gold">You gained 200 EXP!</span><<default>><</switch>>
[[Return to town|$currentisland]]<<switch visited>>\
<<case 1>>\
You ask people of Grimrot Island about Zarok's tower.
You learn that the ruins are located in the central part of the island, in the middle of an ever spreading swamp, which has devoured most of the tower.
People of Grimrot Island believe that the ruins are still haunted by Zarok's servants. They say the tower is an evil place no one should visit.
"Mirlanda, praise her, destroyed Zarok, but some of his essence still lingers in that tower," an elderly man says. "I knew someone, when I was young, who went there and never returned. Others went, too, and returned mad..."
<<default>>\
Ruins of Zarok's tower are still standing in the middle of an ever spreading swamp on Grimrot Island, even though the evil warlock was destroyed by Sorceress Mirlanda many, many years ago.
<</switch>>\
[[Travel to the ruined tower|warlockstowerentrance]]
[[Return to town|$currentisland]]<<switch visited()>>\
<<case 1>>\
You ask around town about the way to Monkey City. Locals explain it's located in the deepest jungle; there are old paths leading there, but they're largely overgrown.
They advise you against heading to Monkey City, explaining that every valuable item in the ruins has been plundered long ago.
"Unless you're going to hunt the monkeys," they add. "But there are better things to hunt in the jungle. Those monkeys are clever and malicious. They fancy themselves masters of the City and may attack you if they don't like you."
[[Travel to Monkey City|inmonkeycity]]
[[Don't travel to Monkey City|$currentisland]]
<<default>>\
You take the old path through the jungle and head to Monkey City.
[[Continue|inmonkeycity]]
<</switch>>
<<switch visited()>>\
<<case 1>>\
<<set $rareconch += 1>>\
You head to a beach on the wilder side of the island to collect some seashells. You've learned from the locals the most coveted seashells are blue or gold – they can be sold for a lot of money, however, they are very rare.
You spend the better half of the day combing the beach, picking up seashells of all shapes and sizes. Suddenly, you catch a golden gleam in the water. You can't believe your own luck – you've found a huge conch, blue with spots of gold!
Rare conch received!
<<default>>\
You head to a beach on the wilder side of the island to collect some seashells. You spend the better half of the day combing the beach, picking up seashells of all shapes and sizes, but don't find any especially valuable ones.
<</switch>>\
[[Return to town|$currentisland]]
You travel to Lahni's Rock; it's located in a small forest clearing, near a cliff overlooking the sea.
You enter the clearing. The rock, large and rather flat, is in its centre; the grass around is trampled by the feet of numerous visitors. There's a prominent recess, shaped like a footprint, on the rock's surface.
<<switch visited()>>\
<<case 1>>\
An old woman is sitting on the grass, her back against the rock. She's smoking a short pipe.
"Here to touch Lahni's footprint, eh?", she asks when she sees you. "Many people claim it brought them good luck on their travels. Others say touching it makes you more likely to experience… exciting things. But since you look like an adventurer, I guess you would consider that good luck as well!"
She laughs and puffs on her pipe.
<<default>>\
The mark on the rock was supposedly left by Lahni when she landed her famous jump. People claim touching it bring good luck to travellers – or causes exciting things to happen around them, which may also be good luck, depending on your point of view.
<</switch>>\
[[Touch Lahni's footprint|footprint]]
[[Return to town|$currentisland]]<div class = "popup">Giant rats, which spread through the entire Archipelago by ships, are hardy scavengers the size of a large dog. They're hated and feared by people, as they steal food, destroy property and spread diseases. They're also a threat to birds and other animals native to the various islands.
Giant rats tend to attack only creatures smaller than themselves, but when surprised or especially hungry, they may turn on humans.
Enemy type: beast
Max. HP: 10
Defence: 4
Magic defence: 2
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><i>A dagger with blade so thin it's almost invisible.
It can pierce through any armour with ease.</i>
A legendary melee weapon. Deals 2-4 point of damage.
Completely ignores enemy damage reduction.
<a class="link-internal ui-close">Close</a><div class = "popup">Gemstone scarabs are small metal constructs animated by enchanted gems hidden inside an incredibly durable shell. The secret of creating the scarabs has long been lost.
Gemstone scarabs are small, but deadly, as they discharge powerful elemental attacks at their targets. They are also almost completely invulnerable. Their metal bodies deflect most attacks, both physical and magical. Destroying a scarab requires unequalled precision and targeting the tiniest gaps in its armour. Some mages claim it's also possible to destroy the construct by sucking out the energy of its heart gem with the right spell.
Red gemstone scarabs use fire-based attacks.
Enemy type: mindless
Max. HP: 10
Defence: 5
Magic defence: 5
Damage reduction: 30
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">FIRE RESISTANCE:</span> Red gemstone scarab only takes 50% of fire damage and is immune to burn.
<span class = "heading">LIGHTNING RESISTANCE:</span> Red gemstone scarab only takes 50% of lightning damage.
<span class = "heading">STUN IMMUNITY:</span> Red gemstone scarab cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Red gemstone scarab cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Red gemstone scarab cannot be weakened.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Gemstone scarabs are small metal constructs animated by enchanted gems hidden inside an incredibly durable shell. The secret of creating the scarabs has long been lost.
Gemstone scarabs are small, but deadly, as they discharge powerful elemental attacks at their targets. They are also almost completely invulnerable. Their metal bodies deflect most attacks, both physical and magical. Destroying a scarab requires unequalled precision and targeting the tiniest gaps in its armour. Some mages claim it's also possible to destroy the construct by sucking out the energy of its heart gem with the right spell.
Blue gemstone scarabs use lightning-based attacks.
Enemy type: mindless
Max. HP: 10
Defence: 5
Magic defence: 5
Damage reduction: 30
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">FIRE RESISTANCE:</span> Blue gemstone scarab only takes 50% of fire damage and is immune to burn.
<span class = "heading">LIGHTNING RESISTANCE:</span> Blue gemstone scarab only takes 50% of lightning damage.
<span class = "heading">STUN IMMUNITY:</span> Blue gemstone scarab cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Blue gemstone scarab cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Blue gemstone scarab cannot be weakened.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Reanimated bones of unlucky adventurers, frail with age, are the weakest of the undead. Created by necromancers or cursed by magic objects they stole ages ago, these creatures mindlessly attack anything they encounter.
Enemy type: mindless
Max. HP: 18
Defence: 4
Magic defence: 3
Damage reduction: 1
<span class = "heading">STUN IMMUNITY:</span> Frail skeleton cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Frail skeleton cannot be poisoned.
<span class = "heading">WEAKEN:</span> Frail skeleton's attacks can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">These strange beasts look like hopping spiders, but are the size of a calf, and ghastly pale. Instead of jumping, they phase through reality with natural ease, appearing to exist in multiple places simultaneously, or biting from distance with their phantom jaws. Neither armour, nor the ability to fly protects from the vicious bite of a phantom spider. Their nature makes them notoriously hard to hit with attacks, both physical and magical. Phantom spiders like to inhabit caves, where they can spin sticky nets to trap their prey and put it at even more of a disadvantage.
Enemy type: beast
Max. HP: 40
Defence: 8
Magic defence: 8
Damage reduction: 1
<span class = "heading">FULL DR IGNORE:</span> Phantom spider's attacks completely ignore the target's
damage reduction.
<span class = "heading">POISON:</span> Phantom spider's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a>[[QUESTS|Quests]]<span id = "tab">[[ISLANDS|Islands]]</span><span id = "tab">[[CODEX|Codex]]</span><span id = "tab"><span class = "heading">TECHNIQUES</span></span><span id = "tab">[[SPELLBOOK|Spellbook]]</span><span id = "tab">[[HOW TO PLAY|journalhowtoplay]]</span>
[[Close Journal|$return][$initiative to true]]
<span class = "heading"><h3>BASIC COMMANDS</h3></span>
<div class = "row">\
<span class = "examine"><<link "Attack">><<script>>
Dialog.setup("attack");
Dialog.wiki(Story.get("attack").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Defend">><<script>>
Dialog.setup("defend");
Dialog.wiki(Story.get("defend").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Try to escape">><<script>>
Dialog.setup("try to escape");
Dialog.wiki(Story.get("escape").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "heading"><h3>BASIC COMBAT TECHNIQUES</h3></span>
<span class = "examine"><<link "Power attack">><<script>>
Dialog.setup("power attack");
Dialog.wiki(Story.get("powerattack").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Evade">><<script>>
Dialog.setup("evade");
Dialog.wiki(Story.get("evade").processText());
Dialog.open();
<</script>><</link>></span>
<<if $combat >=1>><span class = "heading"><h3>LEVEL 1 COMBAT TECHNIQUES</h3></span>
<span class = "examine"><<link "Stalwart defence">><<script>>
Dialog.setup("stalwart defence");
Dialog.wiki(Story.get("stalwartdefence").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Stun">><<script>>
Dialog.setup("stun");
Dialog.wiki(Story.get("stun").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Precise shot">><<script>>
Dialog.setup("precise shot");
Dialog.wiki(Story.get("preciseshot").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Piercing shot">><<script>>
Dialog.setup("piercing shot");
Dialog.wiki(Story.get("piercingshot").processText());
Dialog.open();
<</script>><</link>></span>
<</if>>\
<<if $combat ==2>><span class = "heading"><h3>LEVEL 2 COMBAT TECHNIQUES</h3></span>
<span class = "examine"><<link "Volley">><<script>>
Dialog.setup("volley");
Dialog.wiki(Story.get("volley").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Finishing strike">><<script>>
Dialog.setup("finishing strike");
Dialog.wiki(Story.get("finishingstrike").processText());
Dialog.open();
<</script>><</link>></span>
<</if>>\
<<if $charisma >=1>><span class = "heading"><h3>LEVEL 1 CHARISMA TECHNIQUES</h3></span>
<span class = "examine"><<link "Diplomacy">><<script>>
Dialog.setup("diplomacy");
Dialog.wiki(Story.get("diplomacy").processText());
Dialog.open();
<</script>><</link>></span>
<</if>>\
<<if $charisma ==2>><span class = "heading"><h3>LEVEL 2 CHARISMA TECHNIQUES</h3></span>
<span class = "examine"><<link "Intimidate">><<script>>
Dialog.setup("intimidate");
Dialog.wiki(Story.get("intimidate").processText());
Dialog.open();
<</script>><</link>></span>
<</if>>\
<<if $trading >=1>><span class = "heading"><h3>TRADING TECHNIQUES</h3></span>
<span class = "examine"><<link "Bribe">><<script>>
Dialog.setup("bribe");
Dialog.wiki(Story.get("bribe").processText());
Dialog.open();
<</script>><</link>></span>
<</if>>\
<<if $survival >=1>><span class = "heading"><h3>SURVIVAL TECHNIQUES</h3></span>
<span class = "examine"><<link "Study">><<script>>
Dialog.setup("study");
Dialog.wiki(Story.get("study").processText());
Dialog.open();
<</script>><</link>></span>
<span class = "examine"><<link "Tame">><<script>>
Dialog.setup("tame");
Dialog.wiki(Story.get("tame").processText());
Dialog.open();
<</script>><</link>></span>
<</if>>\
</div>
A basic attack with your equipped weapon (or your bare hands).
Deals the weapon's damage (plus your Brawn value, if it's a melee weapon).
Flying enemies can only be targeted with ranged weapons.
Each attack's chance to hit is calculated by adding your Combat level,
plus any attack bonuses from items, to a random number from 1 to 10.
If the total value is equal to or greater than the enemy defence,
the attack hits; otherwise, it misses.
<a class="link-internal ui-close">Close</a>You assume a defensive stance. If an enemy attack hits you
this turn, it will only deal 2/3 of the damage.
<a class="link-internal ui-close">Close</a>You attempt to run away from combat.
A random number from 1 to 10, plus your Survival level,
is compared with the "escape difficulty" of the current enemy.
If the number is equal to or higher than the escape difficulty,
the combat immediately ends; you've successfully escaped.
You gain no experience or items from the combat. If you're in
a dungeon, you retreat to the previously visited room.
If the number is lower than the escape difficulty,
the combat continues.
<a class="link-internal ui-close">Close</a>A powerful, but inaccurate blow.
This attack has a -1 chance to hit penalty, but deals twice
the damage of a standard attack
Requires a melee weapon.
Cooldown: 2 turns
<i>Note: The damage is calculated exactly as if two normal
attacks hit the enemy, which means the enemy damage reduction
value is also applied twice.</i>
<a class="link-internal ui-close">Close</a>
You prepare to evade the enemy's next attack. For the duration
of one turn, you gain a +3 bonus to defence and magic defence.
Cooldown: 1 turn
<a class="link-internal ui-close">Close</a>You go into full defence, which enables you to turn your enemy's
mightiest attacks into glancing blows.
If an enemy attack hits you this turn, it will only deal 1/3 of the damage.
<a class="link-internal ui-close">Close</a>A crushing blow which deals double damage and stuns the
enemy for 1 turn. Has a -1 chance to hit penalty.
Requires a melee weapon.
Cooldown: 4 turns
<i>Note: The damage is calculated exactly as if two normal
attacks hit the enemy, which means the enemy damage reduction
value is also applied twice.</i>
<a class="link-internal ui-close">Close</a>A carefully aimed shot. Deals standard weapon
damage, but has a +3 chance to hit bonus.
Requires a ranged weapon.
Cooldown: 1 turn
<a class="link-internal ui-close">Close</a>A shot targeting the enemy's weak point. Deals standard
weapon damage, but completely ignores the enemy's
damage reduction.
Requires a ranged weapon.
Cooldown: 1 turn
<a class="link-internal ui-close">Close</a>Fire a volley of 6 shots. The chance to hit is
calculated separately for each shot; the enemy's
damage reduction value is also applied separately
to each shot that hits them.
Requires a ranged weapon.
Cooldown: 6 turns
<a class="link-internal ui-close">Close</a>The ultimate, devastating melee attack.
Deals five times the normal weapon damage.
Starts each combat at maximal cooldown.
Requires a melee weapon.
Cooldown: 7 turns
<i>Note: The damage is calculated exactly as if five normal
attacks hit the enemy, which means the enemy damage
reduction value is also applied five times.</i>
<a class="link-internal ui-close">Close</a>You spend one turn studying the enemy.
Information about the enemy is added to
the Codex; you may also immediately view
the information by clicking the "INFO"
link next to the enemy's name.
Studying some powerful enemies requires
Survival level 2.
<a class="link-internal ui-close">Close</a>You attempt to tame the beast you're fighting and make it
your ally.
Each beast enemy has an individual "tame difficulty" value.
The basis of your tame attempt is a randomly picked number
from 1 to 10, plus your Survival level, but you may also get
additional bonuses if the enemy's HP is low (the lower the
enemy's HP, the bigger the bonus).
If you successfully tame the beast, it becomes your new ally.
Beast allies can be called upon to help you in combat a limited
number of times (depending on the individual creature); they then
leave you and return to the wild.
Cooldown: 2 turns
<a class="link-internal ui-close">Close</a>This technique only works on sentient enemies
(some sentient enemies might be immune to it, though).
It can only be attempted once per combat.
You attempt to convince the enemy to cease fighting.
A random number from 1 to 10, plus your Charisma value,
is compared with the enemy's individual "diplomacy
difficulty" value. If the number is equal to or higher
than the difficulty, you've convinced the enemy to leave
you alone; the combat ends and you gain 1/2 of the enemy's
EXP value (but no items or money). If the number is lower
than the difficulty, the combat continues and you cannot
attempt to use Diplomacy again.
<a class="link-internal ui-close">Close</a>This technique only works on sentient and beast enemies
(some enemies might be immune to it, though).
It can only be attempted once per combat.
You attempt to scare the enemy away.
A random number from 1 to 10, plus your Combat value,
is compared with the enemy's individual "intimidate
difficulty" value. If the number is equal to or higher
than the difficulty, the enemy is scared of you and flees;
the combat ends and you gain 1/2 of the enemy's
EXP value (but no items or money). If the number is lower
than the difficulty, the combat continues and you cannot
attempt to use Intimidate again.
<a class="link-internal ui-close">Close</a>This technique only works on sentient enemies, and
not all; some enemies won't accept a bribe.
You offer a bribe to the enemy; the amount of silver
you need to spend depends on the enemy. You can't
attempt the bribe if you don't have the required amount.
If you can pay the bribe, the combat immediately ends;
the enemy leaves you alone. You gain 1/2 of the enemy's
EXP value, but no money or items.
<a class="link-internal ui-close">Close</a><div class = "popup">Some reanimated skeletons were warriors or knights in life. These undead, even though mindless, retain some of their former combat expertise, which makes them dangerous opponents. They wear rotting armour and wield their old, rusted weapons.
Enemy type: mindless
Max. HP: 35
Defence: 5
Magic defence: 4
Damage reduction: 2
<span class = "heading">STUN IMMUNITY:</span> Skeleton warrior cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Skeleton warrior cannot be poisoned.
<span class = "heading">STUN:</span> Skeleton warrior's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Reanimated skeletons of archers still wield the bows they used in life and can fire shots with deadly precision.
Enemy type: mindless
Max. HP: 35
Defence: 5
Magic defence: 4
Damage reduction: 2
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">STUN IMMUNITY:</span> Skeleton archer cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Skeleton archer cannot be poisoned.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">A horrifying creature of unknown origins, the Devourer is a writhing mass of black tentacles and gaping mouths. Though it can't move its main body – perhaps it has grown too much from all the eating – its long, spiny tentacles allow it to grab any creature that enters its cave. Weaker prey is pulled straight into the creature's mouth, but the Devourer prefers to tenderise stronger opponents, bashing with its tentacles and vomiting digestive juices at them before it finally eats them.
Enemy type: legendary
Max. HP: 250
Defence: 6
Magic defence: 6
Damage reduction: 5
<span class = "heading">LIGHTNING RESISTANCE:</span> The Devourer only takes 50% of lightning damage.
<span class = "heading">STUN IMMUNITY:</span> The Devourer cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> The Devourer cannot be poisoned.
<span class = "heading">HEAL (5):</span> The Devourer can recover HP by consuming one of the goblins
it encased in slime.
<span class = "heading">STUN:</span> The Devourer's attacks may stun the opponent.
<span class = "heading">POISON:</span> The Devourer's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> The Devourer's attacks may weaken the opponent.
<span class = "heading">DEVOUR:</span> The Devourer has a chance of devouring the hero's ally, killing them permanently.</div>
<a class="link-internal ui-close">Close</a><<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<<else>>are $enemyhealcharges slimed goblins left.<</if>>
<<link [[Breathe fire at the goblin|$return]]>><<set $initiative to false>><<set $enemyhealcharges -= 1>><<set $playermessage to "You envelop a slimed goblin in flames. The goblin turns into a pile of ash!">><</link>>
<</if>>\
[[Cancel|$return][$initiative to true]]
<</if>>
<div class = "popup">A vengeful spirit has transformed the body of a long dead warrior into a rage-fuelled giant.
The Avatar switches between two powerful forms.
As the Avatar of Wrath, it's clad in silver armour covered in spikes. This form fights with a crystal sword and is completely immune to physical attacks.
The Avatar of Spite's body is covered in an opalescent membrane of swirling colours, which emanates powerful magic energy. This form of the Avatar fights with spells and is fully immune to magic.
Enemy type: legendary
Max. HP: 130
Defence: 7
Magic defence: 7
Damage reduction: 6
<span class = "heading">PHYSICAL IMMUNITY:</span> In its Avatar of Wrath form the Avatar is fully immune to
all physical damage and to stun.
<span class = "heading">MAGIC IMMUNITY:</span> In its Avatar of Spite form the Avatar is fully immune to
all magic damage (fire and lightning damage
included), to poison, burn and weaken.
<span class = "heading">STUN:</span> The Avatar of Wrath's attacks may stun the opponent.
<span class = "heading">BURN:</span> The Avatar of Spite's attacks may set the opponent on fire.
<span class = "heading">FORTIFY:</span> The Avatar of Wrath can fortify itself.
<span class = "heading">WEAKEN:</span> The Avatar of Spite can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>A glowing crystal shard you received from the Avatar.
Crushing it will release the energy inside, imbuing you
with the Avatar's awesome power – but only for a while.
<a class="link-internal ui-close">Close</a><<set $currentdungeonroom to $dungeon1A>><<set $currentenemy to $dungeon1Aenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon1Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon1Adesc.name>></span><</switch>></center>\
<<print $dungeon1Adesc.desc>>
<<if $dungeon1Acontent == "enemy" && $dungeon1Anotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon1Acontent == "secretroom">>\
<<secretpassagedungeon1>>
<<elseif $dungeon1Acontent == "trap" && $dungeon1Anotcleared>>\
<<if $dungeon1Atrap == "pit">>\
<<pit>>
<<elseif $dungeon1Atrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon1Atrap == "gas">>\
<<gas>>
<<elseif $dungeon1Atrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon1Atrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon1Atrap == "darts">>\
<<darts>>
<<elseif $dungeon1Atrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon1smallpassage == 1 && $dungeon1smallpassagecleared != true && $dungeon1Anotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon1monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon1shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon1Anotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon1B>><<set $currentenemy to $dungeon1Benemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon1Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon1Bdesc.name>></span><</switch>></center>\
<<dungeon1firstroomdesc>>
<<print $dungeon1Bdesc.desc>> The dungeon exit is to the north.
<<if $dungeon1Bcontent == "enemy" && $dungeon1Bnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon1Bcontent == "secretroom">>\
<<secretpassagedungeon1>>
<<elseif $dungeon1Bcontent == "trap" && $dungeon1Bnotcleared>>\
<<if $dungeon1Btrap == "pit">>\
<<pit>>
<<elseif $dungeon1Btrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon1Btrap == "gas">>\
<<gas>>
<<elseif $dungeon1Btrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon1Btrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon1Btrap == "darts">>\
<<darts>>
<<elseif $dungeon1Btrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon1smallpassage == 2 && $dungeon1smallpassagecleared != true && $dungeon1Bnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon1monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon1shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon1Bnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon1C>><<set $currentenemy to $dungeon1Cenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon1Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon1Cdesc.name>></span><</switch>></center>\
<<print $dungeon1Cdesc.desc>>
<<if $dungeon1Ccontent == "enemy" && $dungeon1Cnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon1Ccontent == "secretroom">>\
<<secretpassagedungeon1>>
<<elseif $dungeon1Ccontent == "trap" && $dungeon1Cnotcleared>>\
<<if $dungeon1Ctrap == "pit">>\
<<pit>>
<<elseif $dungeon1Ctrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon1Ctrap == "gas">>\
<<gas>>
<<elseif $dungeon1Ctrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon1Ctrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon1Ctrap == "darts">>\
<<darts>>
<<elseif $dungeon1Ctrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon1smallpassage == 3 && $dungeon1smallpassagecleared != true && $dungeon1Cnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon1monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon1shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon1Cnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon1D>><<set $currentenemy to $dungeon1Denemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon1Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon1Ddesc.name>></span><</switch>></center>\
<<print $dungeon1Ddesc.desc>>
<<if $dungeon1Dcontent == "enemy" && $dungeon1Dnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon1Dcontent == "secretroom">>\
<<secretpassagedungeon1>>
<<elseif $dungeon1Dcontent == "trap" && $dungeon1Dnotcleared>>\
<<if $dungeon1Dtrap == "pit">>\
<<pit>>
<<elseif $dungeon1Dtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon1Dtrap == "gas">>\
<<gas>>
<<elseif $dungeon1Dtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon1Dtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon1Dtrap == "darts">>\
<<darts>>
<<elseif $dungeon1Dtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon1smallpassage == 4 && $dungeon1smallpassagecleared != true && $dungeon1Dnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon1monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon1shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon1Dnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon1E>><<set $currentenemy to $dungeon1Eenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon1Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon1Edesc.name>></span><</switch>></center>\
<<print $dungeon1Edesc.desc>>
<<if $dungeon1Econtent == "enemy" && $dungeon1Enotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon1Econtent == "secretroom">>\
<<secretpassagedungeon1>>
<<elseif $dungeon1Econtent == "trap" && $dungeon1Enotcleared>>\
<<if $dungeon1Etrap == "pit">>\
<<pit>>
<<elseif $dungeon1Etrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon1Etrap == "gas">>\
<<gas>>
<<elseif $dungeon1Etrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon1Etrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon1Etrap == "darts">>\
<<darts>>
<<elseif $dungeon1Etrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon1smallpassage == 5 && $dungeon1smallpassagecleared != true && $dungeon1Enotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon1monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon1shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon1Enotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon1F>><<set $currentenemy to $dungeon1Fenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon1Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon1Fdesc.name>></span><</switch>></center>\
<<print $dungeon1Fdesc.desc>>
<<if $dungeon1Fcontent == "enemy" && $dungeon1Fnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon1Fcontent == "secretroom">>\
<<secretpassagedungeon1>>
<<elseif $dungeon1Fcontent == "trap" && $dungeon1Fnotcleared>>\
<<if $dungeon1Ftrap == "pit">>\
<<pit>>
<<elseif $dungeon1Ftrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon1Ftrap == "gas">>\
<<gas>>
<<elseif $dungeon1Ftrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon1Ftrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon1Ftrap == "darts">>\
<<darts>>
<<elseif $dungeon1Ftrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon1smallpassage == 6 && $dungeon1smallpassagecleared != true && $dungeon1Fnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon1monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon1shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon1Fnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon1G>>\
<span class = "green">Game saved automatically!</span>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon1Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon1Gdesc.name>></span><</switch>></center>\
<<print $dungeon1Gdesc.desc>>
<<if $dungeon1Hnotcleared>>\
<<print $dungeon1.beforebossroom>>east.
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span></div><<set $currentdungeonroom to $dungeon1H>><<set $currentenemy to $dungeon1.boss>>\
<<print $dungeon1.bossroomdesc>>
<<if $dungeon1Hnotcleared>>\
<<print $dungeon1.bossintro>>
<<dungeonbossfight>><</if>>
<<if $dungeon1bosstreasurenottaken && not $dungeon1Hnotcleared>>\
You spot a treasure chest in the corner of the room!
[[Take the treasure|dungeon1bosstreasure]]
<</if>>\
<div id = "compass"><<if not $dungeon1Hnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon1entrance]]</span><</if>></div><<widget "dungeoncompass">>
<<if $playerdead != true>><span id = "tabwide"></span><span id = "tabwide"><<if $currentdungeonroom.exitnorth>>[[North|$currentdungeonroom.targetnorth][$previousdungeonroom to $currentdungeonroom.name]]<<else>><span class = "red">North</span><</if>></span>
<span id = "tabwide"><<if $currentdungeonroom.exitwest>>[[West|$currentdungeonroom.targetwest][$previousdungeonroom to $currentdungeonroom.name]]<<else>><span class = "red">West</span><</if>></span><span id = "tabultrawide"><<if $currentdungeonroom.exiteast>>[[East|$currentdungeonroom.targeteast][$previousdungeonroom to $currentdungeonroom.name]]<<else>><span class = "red">East</span><</if>></span>
<span id = "tabwide"></span><span id = "tabwide"><<if $currentdungeonroom.exitsouth>>[[South|$currentdungeonroom.targetsouth][$previousdungeonroom to $currentdungeonroom.name]]<<else>><span class = "red">South</span><</if>></span><</if>>
<</widget>>
<<widget "dungeonlayouts">>
<<set $currentdungeonroom to {
name:"",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $roomnone to {
name:"",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon1A to {
name:"dungeon1A",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"",
targeteast:"dungeon1B",
targetsouth:"dungeon1D",
}
>>
<<set $dungeon1B to {
name:"dungeon1B",
exitnorth:true,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon1entrance",
targetwest:"dungeon1A",
targeteast:"dungeon1C",
targetsouth:"dungeon1E",
}
>>
<<set $dungeon1C to {
name:"dungeon1C",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon1B",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon1D to {
name:"dungeon1D",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon1A",
targetwest:"",
targeteast:"dungeon1E",
targetsouth:"dungeon1F",
}
>>
<<set $dungeon1E to {
name:"dungeon1E",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon1B",
targetwest:"dungeon1D",
targeteast:"",
targetsouth:"dungeon1G",
}
>>
<<set $dungeon1F to {
name:"dungeon1F",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon1D",
targetwest:"",
targeteast:"dungeon1G",
targetsouth:"",
}
>>
<<set $dungeon1G to {
name:"dungeon1G",
exitnorth:false,
exitwest:true,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon1E",
targetwest:"dungeon1F",
targeteast:"dungeon1H",
targetsouth:"",
}
>>
<<set $dungeon1H to {
name:"dungeon1H",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon1G",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon1layout to random(1,3)>>
<<if $dungeon1layout == 1>>
<<set $dungeon1B.exitsouth to true>>
<<set $dungeon1E.exitnorth to true>>
<<set $dungeon1D.exitsouth to true>>
<<set $dungeon1F.exitnorth to true>>
<<set $dungeon1D.exiteast to true>>
<<set $dungeon1E.exitwest to true>>
<<elseif $dungeon1layout == 2>>
<<set $dungeon1B.exitsouth to true>>
<<set $dungeon1E.exitnorth to true>>
<<set $dungeon1D.exitsouth to true>>
<<set $dungeon1F.exitnorth to true>>
<<set $dungeon1E.exitsouth to true>>
<<set $dungeon1G.exitnorth to true>>
<<elseif $dungeon1layout == 3>>
<<set $dungeon1D.exiteast to true>>
<<set $dungeon1E.exitwest to true>>
<<set $dungeon1E.exitsouth to true>>
<<set $dungeon1G.exitnorth to true>>
<<set $dungeon1A.exiteast to true>>
<<set $dungeon1B.exitwest to true>>
<</if>>
<<set $dungeon2A to {
name:"dungeon2A",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon2entrance",
targetwest:"",
targeteast:"",
targetsouth:"dungeon2C",
}
>>
<<set $dungeon2B to {
name:"dungeon2B",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"dungeon2C",
targetsouth:"dungeon2E",
}
>>
<<set $dungeon2C to {
name:"dungeon2C",
exitnorth:true,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon2A",
targetwest:"dungeon2B",
targeteast:"dungeon2D",
targetsouth:"dungeon2F",
}
>>
<<set $dungeon2D to {
name:"dungeon2D",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon2C",
targeteast:"",
targetsouth:"dungeon2G",
}
>>
<<set $dungeon2E to {
name:"dungeon2E",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon2B",
targetwest:"",
targeteast:"dungeon2F",
targetsouth:"",
}
>>
<<set $dungeon2F to {
name:"dungeon2F",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon2C",
targetwest:"dungeon2E",
targeteast:"dungeon2G",
targetsouth:"",
}
>>
<<set $dungeon2G to {
name:"dungeon2G",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon2D",
targetwest:"dungeon2F",
targeteast:"",
targetsouth:"dungeon2H",
}
>>
<<set $dungeon2H to {
name:"dungeon2H",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon2G",
targetwest:"",
targeteast:"",
targetsouth:"dungeon2I",
}
>>
<<set $dungeon2I to {
name:"dungeon2I",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon2H",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon2layout to random(1,3)>>
<<if $dungeon2layout == 1>>
<<set $dungeon2B.exiteast to true>>
<<set $dungeon2C.exitwest to true>>
<<set $dungeon2C.exitsouth to true>>
<<set $dungeon2F.exitnorth to true>>
<<set $dungeon2D.exitsouth to true>>
<<set $dungeon2G.exitnorth to true>>
<<elseif $dungeon2layout == 2>>
<<set $dungeon2B.exitsouth to true>>
<<set $dungeon2E.exitnorth to true>>
<<set $dungeon2D.exitsouth to true>>
<<set $dungeon2G.exitnorth to true>>
<<set $dungeon2F.exiteast to true>>
<<set $dungeon2G.exitwest to true>>
<<elseif $dungeon2layout == 3>>
<<set $dungeon2B.exiteast to true>>
<<set $dungeon2C.exitwest to true>>
<<set $dungeon2B.exitsouth to true>>
<<set $dungeon2E.exitnorth to true>>
<<set $dungeon2F.exiteast to true>>
<<set $dungeon2G.exitwest to true>>
<</if>>
<<set $dungeon3A to {
name:"dungeon3A",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"",
targeteast:"dungeon3B",
targetsouth:"dungeon3D",
}
>>
<<set $dungeon3B to {
name:"dungeon3B",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon3J",
targetwest:"dungeon3A",
targeteast:"dungeon3C",
targetsouth:"dungeon3E",
}
>>
<<set $dungeon3C to {
name:"dungeon3C",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"dungeon3B",
targeteast:"",
targetsouth:"dungeon3F",
}
>>
<<set $dungeon3D to {
name:"dungeon3D",
exitnorth:true,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon3A",
targetwest:"",
targeteast:"dungeon3E",
targetsouth:"dungeon3G",
}
>>
<<set $dungeon3E to {
name:"dungeon3E",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon3B",
targetwest:"dungeon3D",
targeteast:"dungeon3F",
targetsouth:"dungeon3H",
}
>>
<<set $dungeon3F to {
name:"dungeon3F",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon3C",
targetwest:"dungeon3E",
targeteast:"",
targetsouth:"dungeon3I",
}
>>
<<set $dungeon3G to {
name:"dungeon3G",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon3D",
targetwest:"",
targeteast:"dungeon3H",
targetsouth:"",
}
>>
<<set $dungeon3H to {
name:"dungeon3H",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:true,
targetnorth:"dungeon3E",
targetwest:"dungeon3G",
targeteast:"dungeon3I",
targetsouth:"dungeon3entrance",
}
>>
<<set $dungeon3I to {
name:"dungeon3I",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon3F",
targetwest:"dungeon3H",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon3J to {
name:"dungeon3J",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"dungeon3B",
}
>>
<<set $dungeon3layout to random(1,3)>>
<<if $dungeon3layout == 1>>
<<set $dungeon3A.exiteast to true>>
<<set $dungeon3B.exitwest to true>>
<<set $dungeon3E.exiteast to true>>
<<set $dungeon3F.exitwest to true>>
<<set $dungeon3G.exiteast to true>>
<<set $dungeon3H.exitwest to true>>
<<set $dungeon3F.exitsouth to true>>
<<set $dungeon3I.exitnorth to true>>
<<elseif $dungeon3layout == 2>>
<<set $dungeon3B.exiteast to true>>
<<set $dungeon3C.exitwest to true>>
<<set $dungeon3E.exiteast to true>>
<<set $dungeon3F.exitwest to true>>
<<set $dungeon3E.exitsouth to true>>
<<set $dungeon3H.exitnorth to true>>
<<set $dungeon3D.exitsouth to true>>
<<set $dungeon3G.exitnorth to true>>
<<elseif $dungeon3layout == 3>>
<<set $dungeon3B.exitsouth to true>>
<<set $dungeon3E.exitnorth to true>>
<<set $dungeon3D.exitsouth to true>>
<<set $dungeon3G.exitnorth to true>>
<<set $dungeon3G.exiteast to true>>
<<set $dungeon3H.exitwest to true>>
<<set $dungeon3F.exitsouth to true>>
<<set $dungeon3I.exitnorth to true>>
<</if>>
<<set $dungeon4A to {
name:"dungeon4A",
exitnorth:false,
exitwest:true,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon4entrance",
targeteast:"dungeon4B",
targetsouth:"",
}
>>
<<set $dungeon4B to {
name:"dungeon4B",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon4A",
targeteast:"dungeon4C",
targetsouth:"dungeon4D",
}
>>
<<set $dungeon4C to {
name:"dungeon4C",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon4B",
targeteast:"",
targetsouth:"dungeon4E",
}
>>
<<set $dungeon4D to {
name:"dungeon4D",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon4B",
targetwest:"",
targeteast:"dungeon4E",
targetsouth:"dungeon4G",
}
>>
<<set $dungeon4E to {
name:"dungeon4E",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon4C",
targetwest:"dungeon4D",
targeteast:"dungeon4F",
targetsouth:"dungeon4H",
}
>>
<<set $dungeon4F to {
name:"dungeon4F",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon4E",
targeteast:"",
targetsouth:"dungeon4I",
}
>>
<<set $dungeon4G to {
name:"dungeon4G",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon4D",
targetwest:"",
targeteast:"dungeon4H",
targetsouth:"",
}
>>
<<set $dungeon4H to {
name:"dungeon4H",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon4E",
targetwest:"dungeon4G",
targeteast:"dungeon4I",
targetsouth:"",
}
>>
<<set $dungeon4I to {
name:"dungeon4I",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon4F",
targetwest:"dungeon4H",
targeteast:"dungeon4J",
targetsouth:"",
}
>>
<<set $dungeon4J to {
name:"dungeon4J",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon4I",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon4layout to random(1,3)>>
<<if $dungeon4layout == 1>>
<<set $dungeon4B.exiteast to true>>
<<set $dungeon4C.exitwest to true>>
<<set $dungeon4D.exiteast to true>>
<<set $dungeon4E.exitwest to true>>
<<set $dungeon4B.exitsouth to true>>
<<set $dungeon4D.exitnorth to true>>
<<set $dungeon4E.exitsouth to true>>
<<set $dungeon4H.exitnorth to true>>
<<set $dungeon4F.exitsouth to true>>
<<set $dungeon4I.exitnorth to true>>
<<elseif $dungeon4layout == 2>>
<<set $dungeon4B.exitsouth to true>>
<<set $dungeon4D.exitnorth to true>>
<<set $dungeon4D.exitsouth to true>>
<<set $dungeon4G.exitnorth to true>>
<<set $dungeon4C.exitsouth to true>>
<<set $dungeon4E.exitnorth to true>>
<<set $dungeon4E.exitsouth to true>>
<<set $dungeon4H.exitnorth to true>>
<<set $dungeon4H.exiteast to true>>
<<set $dungeon4I.exitwest to true>>
<<elseif $dungeon4layout == 3>>
<<set $dungeon4B.exiteast to true>>
<<set $dungeon4C.exitwest to true>>
<<set $dungeon4D.exiteast to true>>
<<set $dungeon4E.exitwest to true>>
<<set $dungeon4H.exiteast to true>>
<<set $dungeon4I.exitwest to true>>
<<set $dungeon4C.exitsouth to true>>
<<set $dungeon4E.exitnorth to true>>
<<set $dungeon4F.exitsouth to true>>
<<set $dungeon4I.exitnorth to true>>
<</if>>
<<set $dungeon5A to {
name:"dungeon5A",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"dungeon5B",
targetsouth:"dungeon5E",
}
>>
<<set $dungeon5B to {
name:"dungeon5B",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon5A",
targeteast:"dungeon5C",
targetsouth:"",
}
>>
<<set $dungeon5C to {
name:"dungeon5C",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon5B",
targeteast:"dungeon5D",
targetsouth:"dungeon5F",
}
>>
<<set $dungeon5D to {
name:"dungeon5D",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon5C",
targeteast:"",
targetsouth:"dungeon5G",
}
>>
<<set $dungeon5E to {
name:"dungeon5E",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon5A",
targetwest:"",
targeteast:"",
targetsouth:"dungeon5J",
}
>>
<<set $dungeon5F to {
name:"dungeon5F",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon5C",
targetwest:"",
targeteast:"dungeon5G",
targetsouth:"dungeon5L",
}
>>
<<set $dungeon5G to {
name:"dungeon5G",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon5D",
targetwest:"dungeon5F",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon5H to {
name:"dungeon5H",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"dungeon5I",
targetsouth:"",
}
>>
<<set $dungeon5I to {
name:"dungeon5I",
exitnorth:false,
exitwest:true,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon5H",
targeteast:"dungeon5J",
targetsouth:"",
}
>>
<<set $dungeon5J to {
name:"dungeon5J",
exitnorth:true,
exitwest:true,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon5E",
targetwest:"dungeon5I",
targeteast:"dungeon5K",
targetsouth:"dungeon5M",
}
>>
<<set $dungeon5K to {
name:"dungeon5K",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon5J",
targeteast:"dungeon5L",
targetsouth:"dungeon5N",
}
>>
<<set $dungeon5L to {
name:"dungeon5L",
exitnorth:true,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon5F",
targetwest:"dungeon5K",
targeteast:"dungeon5entrance",
targetsouth:"dungeon5O",
}
>>
<<set $dungeon5M to {
name:"dungeon5M",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon5J",
targetwest:"",
targeteast:"dungeon5N",
targetsouth:"",
}
>>
<<set $dungeon5N to {
name:"dungeon5N",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon5K",
targetwest:"dungeon5M",
targeteast:"dungeon5O",
targetsouth:"",
}
>>
<<set $dungeon5O to {
name:"dungeon5O",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon5L",
targetwest:"dungeon5N",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon5layout to random(1,3)>>
<<if $dungeon5layout == 1>>
<<set $dungeon5A.exitsouth to true>>
<<set $dungeon5E.exitnorth to true>>
<<set $dungeon5C.exitsouth to true>>
<<set $dungeon5F.exitnorth to true>>
<<set $dungeon5D.exitsouth to true>>
<<set $dungeon5G.exitnorth to true>>
<<set $dungeon5K.exitsouth to true>>
<<set $dungeon5N.exitnorth to true>>
<<set $dungeon5M.exiteast to true>>
<<set $dungeon5N.exitwest to true>>
<<set $dungeon5K.exiteast to true>>
<<set $dungeon5L.exitwest to true>>
<<elseif $dungeon5layout == 2>>
<<set $dungeon5C.exitsouth to true>>
<<set $dungeon5F.exitnorth to true>>
<<set $dungeon5K.exitsouth to true>>
<<set $dungeon5N.exitnorth to true>>
<<set $dungeon5L.exitsouth to true>>
<<set $dungeon5O.exitnorth to true>>
<<set $dungeon5F.exiteast to true>>
<<set $dungeon5G.exitwest to true>>
<<set $dungeon5B.exiteast to true>>
<<set $dungeon5C.exitwest to true>>
<<set $dungeon5J.exiteast to true>>
<<set $dungeon5K.exitwest to true>>
<<elseif $dungeon5layout == 3>>
<<set $dungeon5A.exitsouth to true>>
<<set $dungeon5E.exitnorth to true>>
<<set $dungeon5D.exitsouth to true>>
<<set $dungeon5G.exitnorth to true>>
<<set $dungeon5L.exitsouth to true>>
<<set $dungeon5O.exitnorth to true>>
<<set $dungeon5F.exiteast to true>>
<<set $dungeon5G.exitwest to true>>
<<set $dungeon5B.exiteast to true>>
<<set $dungeon5C.exitwest to true>>
<<set $dungeon5K.exiteast to true>>
<<set $dungeon5L.exitwest to true>>
<<set $dungeon5M.exiteast to true>>
<<set $dungeon5N.exitwest to true>>
<</if>>
<<set $dungeon6A to {
name:"dungeon6A",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"dungeon6B",
}
>>
<<set $dungeon6B to {
name:"dungeon6B",
exitnorth:true,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon6A",
targetwest:"",
targeteast:"dungeon6C",
targetsouth:"dungeon6E",
}
>>
<<set $dungeon6C to {
name:"dungeon6C",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"dungeon6B",
targeteast:"",
targetsouth:"dungeon6F",
}
>>
<<set $dungeon6D to {
name:"dungeon6D",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"dungeon6E",
targetsouth:"dungeon6G",
}
>>
<<set $dungeon6E to {
name:"dungeon6E",
exitnorth:false,
exitwest:true,
exiteast:true,
exitsouth:true,
targetnorth:"dungeon6B",
targetwest:"dungeon6D",
targeteast:"dungeon6F",
targetsouth:"dungeon6H",
}
>>
<<set $dungeon6F to {
name:"dungeon6F",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon6C",
targetwest:"dungeon6E",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon6G to {
name:"dungeon6G",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon6D",
targetwest:"",
targeteast:"dungeon6H",
targetsouth:"dungeon6I",
}
>>
<<set $dungeon6H to {
name:"dungeon6H",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon6E",
targetwest:"dungeon6G",
targeteast:"",
targetsouth:"dungeon6J",
}
>>
<<set $dungeon6I to {
name:"dungeon6I",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon6G",
targetwest:"",
targeteast:"dungeon6J",
targetsouth:"",
}
>>
<<set $dungeon6J to {
name:"dungeon6J",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"dungeon6H",
targetwest:"dungeon6I",
targeteast:"dungeon6K",
targetsouth:"dungeon6L",
}
>>
<<set $dungeon6K to {
name:"dungeon6K",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"dungeon6J",
targeteast:"",
targetsouth:"dungeon6M",
}
>>
<<set $dungeon6L to {
name:"dungeon6L",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon6J",
targetwest:"",
targeteast:"dungeon6M",
targetsouth:"dungeon6N",
}
>>
<<set $dungeon6M to {
name:"dungeon6M",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"dungeon6K",
targetwest:"dungeon6L",
targeteast:"",
targetsouth:"",
}
>>
<<set $dungeon6N to {
name:"dungeon6N",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"dungeon6L",
targetwest:"",
targeteast:"",
targetsouth:"dungeon6entrance",
}
>>
<<set $dungeon6layout to random(1,3)>>
<<if $dungeon6layout == 1>>
<<set $dungeon6C.exitsouth to true>>
<<set $dungeon6F.exitnorth to true>>
<<set $dungeon6G.exitsouth to true>>
<<set $dungeon6I.exitnorth to true>>
<<set $dungeon6H.exitsouth to true>>
<<set $dungeon6J.exitnorth to true>>
<<set $dungeon6J.exitsouth to true>>
<<set $dungeon6L.exitnorth to true>>
<<set $dungeon6G.exiteast to true>>
<<set $dungeon6H.exitwest to true>>
<<set $dungeon6L.exiteast to true>>
<<set $dungeon6M.exitwest to true>>
<<elseif $dungeon6layout == 2>>
<<set $dungeon6C.exitsouth to true>>
<<set $dungeon6F.exitnorth to true>>
<<set $dungeon6J.exitsouth to true>>
<<set $dungeon6L.exitnorth to true>>
<<set $dungeon6H.exitsouth to true>>
<<set $dungeon6J.exitnorth to true>>
<<set $dungeon6D.exitsouth to true>>
<<set $dungeon6G.exitnorth to true>>
<<set $dungeon6I.exiteast to true>>
<<set $dungeon6J.exitwest to true>>
<<elseif $dungeon6layout == 3>>
<<set $dungeon6G.exitsouth to true>>
<<set $dungeon6I.exitnorth to true>>
<<set $dungeon6G.exiteast to true>>
<<set $dungeon6H.exitwest to true>>
<<set $dungeon6L.exiteast to true>>
<<set $dungeon6M.exitwest to true>>
<<set $dungeon6B.exitsouth to true>>
<<set $dungeon6E.exitnorth to true>>
<<set $dungeon6D.exitsouth to true>>
<<set $dungeon6G.exitnorth to true>>
<<set $dungeon6I.exiteast to true>>
<<set $dungeon6J.exitwest to true>>
<</if>>
<<set $dragonisland to {
name:"dragonisland",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandA to {
name:"dragonislandA",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandB to {
name:"dragonislandB",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandC to {
name:"dragonislandC",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandD to {
name:"dragonislandD",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandE to {
name:"dragonislandE",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandF to {
name:"dragonislandF",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandG to {
name:"dragonislandG",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandH to {
name:"dragonislandH",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<<set $dragonislandI to {
name:"dragonislandI",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"",
targetsouth:"",
}
>>
<</widget>><<set $currentdungeonroom to $dungeon2A>><<set $currentenemy to $dungeon2Aenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Adesc.name>></span><</switch>></center>\
<<dungeon2firstroomdesc>>
<<print $dungeon2Adesc.desc>> The dungeon exit is to the north.
<<if $dungeon2Acontent == "enemy" && $dungeon2Anotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon2Acontent == "secretroom">>\
<<secretpassagedungeon2>>
<<elseif $dungeon2Acontent == "trap" && $dungeon2Anotcleared>>\
<<if $dungeon2Atrap == "pit">>\
<<pit>>
<<elseif $dungeon2Atrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon2Atrap == "gas">>\
<<gas>>
<<elseif $dungeon2Atrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon2Atrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon2Atrap == "darts">>\
<<darts>>
<<elseif $dungeon2Atrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon2Anotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon2B>><<set $currentenemy to $dungeon2Benemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Bdesc.name>></span><</switch>></center>\
<<print $dungeon2Bdesc.desc>>
<<if $dungeon2Bcontent == "enemy" && $dungeon2Bnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon2Bcontent == "secretroom">>\
<<secretpassagedungeon2>>
<<elseif $dungeon2Bcontent == "trap" && $dungeon2Bnotcleared>>\
<<if $dungeon2Btrap == "pit">>\
<<pit>>
<<elseif $dungeon2Btrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon2Btrap == "gas">>\
<<gas>>
<<elseif $dungeon2Btrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon2Btrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon2Btrap == "darts">>\
<<darts>>
<<elseif $dungeon2Btrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon2Bnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon2C>><<set $currentenemy to $dungeon2Cenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Cdesc.name>></span><</switch>></center>\
<<print $dungeon2Cdesc.desc>>
<<if $dungeon2Ccontent == "enemy" && $dungeon2Cnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon2Ccontent == "secretroom">>\
<<secretpassagedungeon2>>
<<elseif $dungeon2Ccontent == "trap" && $dungeon2Cnotcleared>>\
<<if $dungeon2Ctrap == "pit">>\
<<pit>>
<<elseif $dungeon2Ctrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon2Ctrap == "gas">>\
<<gas>>
<<elseif $dungeon2Ctrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon2Ctrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon2Ctrap == "darts">>\
<<darts>>
<<elseif $dungeon2Ctrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon2Cnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon2D>><<set $currentenemy to $dungeon2Denemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Ddesc.name>></span><</switch>></center>\
<<print $dungeon2Ddesc.desc>>
<<if $dungeon2Dcontent == "enemy" && $dungeon2Dnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon2Dcontent == "secretroom">>\
<<secretpassagedungeon2>>
<<elseif $dungeon2Dcontent == "trap" && $dungeon2Dnotcleared>>\
<<if $dungeon2Dtrap == "pit">>\
<<pit>>
<<elseif $dungeon2Dtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon2Dtrap == "gas">>\
<<gas>>
<<elseif $dungeon2Dtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon2Dtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon2Dtrap == "darts">>\
<<darts>>
<<elseif $dungeon2Dtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon2Dnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon2E>><<set $currentenemy to $dungeon2Eenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Edesc.name>></span><</switch>></center>\
<<print $dungeon2Edesc.desc>>
<<if $dungeon2Econtent == "enemy" && $dungeon2Enotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon2Econtent == "secretroom">>\
<<secretpassagedungeon2>>
<<elseif $dungeon2Econtent == "trap" && $dungeon2Enotcleared>>\
<<if $dungeon2Etrap == "pit">>\
<<pit>>
<<elseif $dungeon2Etrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon2Etrap == "gas">>\
<<gas>>
<<elseif $dungeon2Etrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon2Etrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon2Etrap == "darts">>\
<<darts>>
<<elseif $dungeon2Etrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon2Enotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon2F>><<set $currentenemy to $dungeon2Fenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Fdesc.name>></span><</switch>></center>\
<<print $dungeon2Fdesc.desc>>
<<if $dungeon2Fcontent == "enemy" && $dungeon2Fnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon2Fcontent == "secretroom">>\
<<secretpassagedungeon2>>
<<elseif $dungeon2Fcontent == "trap" && $dungeon2Fnotcleared>>\
<<if $dungeon2Ftrap == "pit">>\
<<pit>>
<<elseif $dungeon2Ftrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon2Ftrap == "gas">>\
<<gas>>
<<elseif $dungeon2Ftrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon2Ftrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon2Ftrap == "darts">>\
<<darts>>
<<elseif $dungeon2Ftrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon2Fnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon2G>><<set $currentenemy to $dungeon2Genemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Gdesc.name>></span><</switch>></center>\
<<print $dungeon2Gdesc.desc>>
<<if $dungeon2Gcontent == "enemy" && $dungeon2Gnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon2Gcontent == "secretroom">>\
<<secretpassagedungeon2>>
<<elseif $dungeon2Gcontent == "trap" && $dungeon2Gnotcleared>>\
<<if $dungeon2Gtrap == "pit">>\
<<pit>>
<<elseif $dungeon2Gtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon2Gtrap == "gas">>\
<<gas>>
<<elseif $dungeon2Gtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon2Gtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon2Gtrap == "darts">>\
<<darts>>
<<elseif $dungeon2Gtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon2Gnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon2H>>\
<span class = "green">Game saved automatically!</span>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon2Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon2Hdesc.name>></span><</switch>></center>\
<<print $dungeon2Hdesc.desc>>
<<if $dungeon2Inotcleared>>\
<<print $dungeon2.beforebossroom>>south.
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span></div><<set $currentdungeonroom to $dungeon2I>><<set $currentenemy to $dungeon2.boss>><<set $enemy to {intimidatediff:0, bribe:0, diplomacydiff:0}>>\
<<print $dungeon2.bossroomdesc>>
<<if $dungeon2Inotcleared>>\
<<print $dungeon2.bossintro>>
<<dungeonbossfight>><</if>>
<<if $dungeon2bosstreasurenottaken && not $dungeon2Inotcleared>>\
You spot a treasure chest in the corner of the room!
[[Take the treasure|dungeon2bosstreasure]]
<</if>>\
<div id = "compass"><<if not $dungeon2Inotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon2entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3A>><<set $currentenemy to $dungeon3Aenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Adesc.name>></span><</switch>></center>\
<<print $dungeon3Adesc.desc>>
<<if $dungeon3Acontent == "enemy" && $dungeon3Anotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Acontent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Acontent == "trap" && $dungeon3Anotcleared>>\
<<if $dungeon3Atrap == "pit">>\
<<pit>>
<<elseif $dungeon3Atrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Atrap == "gas">>\
<<gas>>
<<elseif $dungeon3Atrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Atrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Atrap == "darts">>\
<<darts>>
<<elseif $dungeon3Atrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon3smallpassage == 1 && $dungeon3smallpassagecleared != true && $dungeon3Anotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon3monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon3shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Anotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3B>>\
<span class = "green">Game saved automatically!</span>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Bdesc.name>></span><</switch>></center>\
<<print $dungeon3Bdesc.desc>>
<<if $dungeon3Jnotcleared>>\
<<print $dungeon3.beforebossroom>>north.
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span></div><<set $currentdungeonroom to $dungeon3C>><<set $currentenemy to $dungeon3Cenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Cdesc.name>></span><</switch>></center>\
<<print $dungeon3Cdesc.desc>>
<<if $dungeon3Ccontent == "enemy" && $dungeon3Cnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Ccontent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Ccontent == "trap" && $dungeon3Cnotcleared>>\
<<if $dungeon3Ctrap == "pit">>\
<<pit>>
<<elseif $dungeon3Ctrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Ctrap == "gas">>\
<<gas>>
<<elseif $dungeon3Ctrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Ctrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Ctrap == "darts">>\
<<darts>>
<<elseif $dungeon3Ctrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon3smallpassage == 2 && $dungeon3smallpassagecleared != true && $dungeon3Cnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon3monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon3shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Cnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3D>><<set $currentenemy to $dungeon3Denemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Ddesc.name>></span><</switch>></center>\
<<print $dungeon3Ddesc.desc>>
<<if $dungeon3Dcontent == "enemy" && $dungeon3Dnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Dcontent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Dcontent == "trap" && $dungeon3Dnotcleared>>\
<<if $dungeon3Dtrap == "pit">>\
<<pit>>
<<elseif $dungeon3Dtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Dtrap == "gas">>\
<<gas>>
<<elseif $dungeon3Dtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Dtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Dtrap == "darts">>\
<<darts>>
<<elseif $dungeon3Dtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon3smallpassage == 3 && $dungeon3smallpassagecleared != true && $dungeon3Dnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon3monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon3shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Dnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3E>><<set $currentenemy to $dungeon3Eenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Edesc.name>></span><</switch>></center>\
<<print $dungeon3Edesc.desc>>
<<if $dungeon3Econtent == "enemy" && $dungeon3Enotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Econtent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Econtent == "trap" && $dungeon3Enotcleared>>\
<<if $dungeon3Etrap == "pit">>\
<<pit>>
<<elseif $dungeon3Etrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Etrap == "gas">>\
<<gas>>
<<elseif $dungeon3Etrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Etrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Etrap == "darts">>\
<<darts>>
<<elseif $dungeon3Etrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon3smallpassage == 4 && $dungeon3smallpassagecleared != true && $dungeon3Enotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon3monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon3shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Enotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3F>><<set $currentenemy to $dungeon3Fenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Fdesc.name>></span><</switch>></center>\
<<print $dungeon3Fdesc.desc>>
<<if $dungeon3Fcontent == "enemy" && $dungeon3Fnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Fcontent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Fcontent == "trap" && $dungeon3Fnotcleared>>\
<<if $dungeon3Ftrap == "pit">>\
<<pit>>
<<elseif $dungeon3Ftrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Ftrap == "gas">>\
<<gas>>
<<elseif $dungeon3Ftrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Ftrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Ftrap == "darts">>\
<<darts>>
<<elseif $dungeon3Ftrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon3smallpassage == 5 && $dungeon3smallpassagecleared != true && $dungeon3Fnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon3monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon3shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Fnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3G>><<set $currentenemy to $dungeon3Genemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Gdesc.name>></span><</switch>></center>\
<<print $dungeon3Gdesc.desc>>
<<if $dungeon3Gcontent == "enemy" && $dungeon3Gnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Gcontent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Gcontent == "trap" && $dungeon3Gnotcleared>>\
<<if $dungeon3Gtrap == "pit">>\
<<pit>>
<<elseif $dungeon3Gtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Gtrap == "gas">>\
<<gas>>
<<elseif $dungeon3Gtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Gtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Gtrap == "darts">>\
<<darts>>
<<elseif $dungeon3Gtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Gnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3H>><<set $currentenemy to $dungeon3Henemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Hdesc.name>></span><</switch>></center>\
<<dungeon3firstroomdesc>>
<<print $dungeon3Hdesc.desc>> The dungeon exit is to the south.
<<if $dungeon3Hcontent == "enemy" && $dungeon3Hnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Hcontent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Hcontent == "trap" && $dungeon3Hnotcleared>>\
<<if $dungeon3Htrap == "pit">>\
<<pit>>
<<elseif $dungeon3Htrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Htrap == "gas">>\
<<gas>>
<<elseif $dungeon3Htrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Htrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Htrap == "darts">>\
<<darts>>
<<elseif $dungeon3Htrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Hnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3I>><<set $currentenemy to $dungeon3Ienemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon3Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon3Idesc.name>></span><</switch>></center>\
<<print $dungeon3Idesc.desc>>
<<if $dungeon3Icontent == "enemy" && $dungeon3Inotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon3Icontent == "secretroom">>\
<<secretpassagedungeon3>>
<<elseif $dungeon3Icontent == "trap" && $dungeon3Inotcleared>>\
<<if $dungeon3Itrap == "pit">>\
<<pit>>
<<elseif $dungeon3Itrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon3Itrap == "gas">>\
<<gas>>
<<elseif $dungeon3Itrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon3Itrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon3Itrap == "darts">>\
<<darts>>
<<elseif $dungeon3Itrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon3Inotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon3J>><<set $currentenemy to $dungeon3.boss>><<set $enemy to {intimidatediff:0, bribe:0, diplomacydiff:0}>>\
<<print $dungeon3.bossroomdesc>>
<<if $dungeon3Jnotcleared>>\
<<print $dungeon3.bossintro>>
<<dungeonbossfight>><</if>>\
<<if not $dungeon3renowngained && not $dungeon3Jnotcleared>>\
<<dungeon3renown>>\
<</if>>\
<<if $dungeon3bosstreasurenottaken && not $dungeon3Jnotcleared>>\
You spot a treasure chest in the corner of the room!
[[Take the treasure|dungeon3bosstreasure]]
<</if>>\
<div id = "compass"><<if not $dungeon3Jnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon3entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4A>><<set $currentenemy to $dungeon4Aenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Adesc.name>></span><</switch>></center>\
<<dungeon4firstroomdesc>>
<<print $dungeon4Adesc.desc>> The dungeon exit is to the west.
<<if $dungeon4Acontent == "enemy" && $dungeon4Anotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Acontent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Acontent == "trap" && $dungeon4Anotcleared>>\
<<if $dungeon4Atrap == "pit">>\
<<pit>>
<<elseif $dungeon4Atrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Atrap == "gas">>\
<<gas>>
<<elseif $dungeon4Atrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Atrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Atrap == "darts">>\
<<darts>>
<<elseif $dungeon4Atrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Anotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4B>><<set $currentenemy to $dungeon4Benemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Bdesc.name>></span><</switch>></center>\
<<print $dungeon4Bdesc.desc>>
<<if $dungeon4Bcontent == "enemy" && $dungeon4Bnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Bcontent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Bcontent == "trap" && $dungeon4Bnotcleared>>\
<<if $dungeon4Btrap == "pit">>\
<<pit>>
<<elseif $dungeon4Btrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Btrap == "gas">>\
<<gas>>
<<elseif $dungeon4Btrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Btrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Btrap == "darts">>\
<<darts>>
<<elseif $dungeon4Btrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Bnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4C>><<set $currentenemy to $dungeon4Cenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Cdesc.name>></span><</switch>></center>\
<<print $dungeon4Cdesc.desc>>
<<if $dungeon4Ccontent == "enemy" && $dungeon4Cnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Ccontent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Ccontent == "trap" && $dungeon4Cnotcleared>>\
<<if $dungeon4Ctrap == "pit">>\
<<pit>>
<<elseif $dungeon4Ctrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Ctrap == "gas">>\
<<gas>>
<<elseif $dungeon4Ctrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Ctrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Ctrap == "darts">>\
<<darts>>
<<elseif $dungeon4Ctrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Cnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4D>><<set $currentenemy to $dungeon4Denemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Ddesc.name>></span><</switch>></center>\
<<print $dungeon4Ddesc.desc>>
<<if $dungeon4Dcontent == "enemy" && $dungeon4Dnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Dcontent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Dcontent == "trap" && $dungeon4Dnotcleared>>\
<<if $dungeon4Dtrap == "pit">>\
<<pit>>
<<elseif $dungeon4Dtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Dtrap == "gas">>\
<<gas>>
<<elseif $dungeon4Dtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Dtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Dtrap == "darts">>\
<<darts>>
<<elseif $dungeon4Dtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Dnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4E>><<set $currentenemy to $dungeon4Eenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Edesc.name>></span><</switch>></center>\
<<print $dungeon4Edesc.desc>>
<<if $dungeon4Econtent == "enemy" && $dungeon4Enotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Econtent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Econtent == "trap" && $dungeon4Enotcleared>>\
<<if $dungeon4Etrap == "pit">>\
<<pit>>
<<elseif $dungeon4Etrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Etrap == "gas">>\
<<gas>>
<<elseif $dungeon4Etrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Etrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Etrap == "darts">>\
<<darts>>
<<elseif $dungeon4Etrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Enotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4F>><<set $currentenemy to $dungeon4Fenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Fdesc.name>></span><</switch>></center>\
<<print $dungeon4Fdesc.desc>>
<<if $dungeon4Fcontent == "enemy" && $dungeon4Fnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Fcontent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Fcontent == "trap" && $dungeon4Fnotcleared>>\
<<if $dungeon4Ftrap == "pit">>\
<<pit>>
<<elseif $dungeon4Ftrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Ftrap == "gas">>\
<<gas>>
<<elseif $dungeon4Ftrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Ftrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Ftrap == "darts">>\
<<darts>>
<<elseif $dungeon4Ftrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Fnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4G>><<set $currentenemy to $dungeon4Genemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Gdesc.name>></span><</switch>></center>\
<<print $dungeon4Gdesc.desc>>
<<if $dungeon4Gcontent == "enemy" && $dungeon4Gnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Gcontent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Gcontent == "trap" && $dungeon4Gnotcleared>>\
<<if $dungeon4Gtrap == "pit">>\
<<pit>>
<<elseif $dungeon4Gtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Gtrap == "gas">>\
<<gas>>
<<elseif $dungeon4Gtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Gtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Gtrap == "darts">>\
<<darts>>
<<elseif $dungeon4Gtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Gnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4H>><<set $currentenemy to $dungeon4Henemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Hdesc.name>></span><</switch>></center>\
<<print $dungeon4Hdesc.desc>>
<<if $dungeon4Hcontent == "enemy" && $dungeon4Hnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon4Hcontent == "secretroom">>\
<<secretpassagedungeon4>>
<<elseif $dungeon4Hcontent == "trap" && $dungeon4Hnotcleared>>\
<<if $dungeon4Htrap == "pit">>\
<<pit>>
<<elseif $dungeon4Htrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon4Htrap == "gas">>\
<<gas>>
<<elseif $dungeon4Htrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon4Htrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon4Htrap == "darts">>\
<<darts>>
<<elseif $dungeon4Htrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon4Hnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon4I>>\
<span class = "green">Game saved automatically!</span>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon4Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon4Idesc.name>></span><</switch>></center>\
<<print $dungeon4Idesc.desc>>
<<if $dungeon4Jnotcleared>>\
<<print $dungeon4.beforebossroom>>east.
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span></div><<set $currentdungeonroom to $dungeon4J>><<set $currentenemy to $dungeon4.boss>><<set $enemy to {intimidatediff:0, bribe:0, diplomacydiff:0}>>\
<<print $dungeon4.bossroomdesc>>
<<if $dungeon4Jnotcleared>>\
<<print $dungeon4.bossintro>>
<<dungeonbossfight>><</if>>\
<<if not $dungeon4renowngained && not $dungeon4Jnotcleared>>\
<<dungeon4renown>>\
<</if>>\
<<if $dungeon4bosstreasurenottaken && not $dungeon4Jnotcleared>>\
You spot a treasure chest in the corner of the room!
[[Take the treasure|dungeon4bosstreasure]]
<</if>>\
<div id = "compass"><<if not $dungeon4Jnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon4entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5A>><<set $currentenemy to $dungeon5Aenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Adesc.name>></span><</switch>></center>\
<<print $dungeon5Adesc.desc>>
<<if $dungeon5Acontent == "enemy" && $dungeon5Anotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Acontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Acontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Acontent == "trap" && $dungeon5Anotcleared>>\
<<if $dungeon5Atrap == "pit">>\
<<pit>>
<<elseif $dungeon5Atrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Atrap == "gas">>\
<<gas>>
<<elseif $dungeon5Atrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Atrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Atrap == "darts">>\
<<darts>>
<<elseif $dungeon5Atrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Anotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5B>><<set $currentenemy to $dungeon5Benemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Bdesc.name>></span><</switch>></center>\
<<print $dungeon5Bdesc.desc>>
<<if $dungeon5Bcontent == "enemy" && $dungeon5Bnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Bcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Bcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Bcontent == "trap" && $dungeon5Bnotcleared>>\
<<if $dungeon5Btrap == "pit">>\
<<pit>>
<<elseif $dungeon5Btrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Btrap == "gas">>\
<<gas>>
<<elseif $dungeon5Btrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Btrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Btrap == "darts">>\
<<darts>>
<<elseif $dungeon5Btrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Bnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5C>><<set $currentenemy to $dungeon5Cenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Cdesc.name>></span><</switch>></center>\
<<print $dungeon5Cdesc.desc>>
<<if $dungeon5Ccontent == "enemy" && $dungeon5Cnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Ccontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Ccontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Ccontent == "trap" && $dungeon5Cnotcleared>>\
<<if $dungeon5Ctrap == "pit">>\
<<pit>>
<<elseif $dungeon5Ctrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Ctrap == "gas">>\
<<gas>>
<<elseif $dungeon5Ctrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Ctrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Ctrap == "darts">>\
<<darts>>
<<elseif $dungeon5Ctrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Cnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5D>><<set $currentenemy to $dungeon5Denemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Ddesc.name>></span><</switch>></center>\
<<print $dungeon5Ddesc.desc>>
<<if $dungeon5Dcontent == "enemy" && $dungeon5Dnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Dcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Dcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Dcontent == "trap" && $dungeon5Dnotcleared>>\
<<if $dungeon5Dtrap == "pit">>\
<<pit>>
<<elseif $dungeon5Dtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Dtrap == "gas">>\
<<gas>>
<<elseif $dungeon5Dtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Dtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Dtrap == "darts">>\
<<darts>>
<<elseif $dungeon5Dtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Dnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5E>><<set $currentenemy to $dungeon5Eenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Edesc.name>></span><</switch>></center>\
<<print $dungeon5Edesc.desc>>
<<if $dungeon5Econtent == "enemy" && $dungeon5Enotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Econtent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Econtent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Econtent == "trap" && $dungeon5Enotcleared>>\
<<if $dungeon5Etrap == "pit">>\
<<pit>>
<<elseif $dungeon5Etrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Etrap == "gas">>\
<<gas>>
<<elseif $dungeon5Etrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Etrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Etrap == "darts">>\
<<darts>>
<<elseif $dungeon5Etrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Enotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5F>><<set $currentenemy to $dungeon5Fenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Fdesc.name>></span><</switch>></center>\
<<print $dungeon5Fdesc.desc>>
<<if $dungeon5Fcontent == "enemy" && $dungeon5Fnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Fcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Fcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Fcontent == "trap" && $dungeon5Fnotcleared>>\
<<if $dungeon5Ftrap == "pit">>\
<<pit>>
<<elseif $dungeon5Ftrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Ftrap == "gas">>\
<<gas>>
<<elseif $dungeon5Ftrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Ftrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Ftrap == "darts">>\
<<darts>>
<<elseif $dungeon5Ftrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Fnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5G>><<set $currentenemy to $dungeon5Genemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Gdesc.name>></span><</switch>></center>\
<<print $dungeon5Gdesc.desc>>
<<if $dungeon5Gcontent == "enemy" && $dungeon5Gnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Gcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Gcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Gcontent == "trap" && $dungeon5Gnotcleared>>\
<<if $dungeon5Gtrap == "pit">>\
<<pit>>
<<elseif $dungeon5Gtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Gtrap == "gas">>\
<<gas>>
<<elseif $dungeon5Gtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Gtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Gtrap == "darts">>\
<<darts>>
<<elseif $dungeon5Gtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Gnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5H>><<set $currentenemy to $dungeon5.boss>><<set $enemy to {intimidatediff:0, bribe:0, diplomacydiff:0}>>\
<<print $dungeon5.bossroomdesc>>
<<if $dungeon5Hnotcleared>>\
<<print $dungeon5.bossintro>>
<<dungeonbossfight>><</if>>\
<<if not $dungeon5renowngained && not $dungeon5Hnotcleared>>\
<<dungeon5renown>>\
<</if>>\
<<if $dungeon5bosstreasurenottaken && not $dungeon5Hnotcleared>>\
You spot a treasure chest in the corner of the room!
[[Take the treasure|dungeon5bosstreasure]]
<</if>>\
<div id = "compass"><<if not $dungeon5Hnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5I>>\
<span class = "green">Game saved automatically!</span>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Idesc.name>></span><</switch>></center>\
<<print $dungeon5Idesc.desc>>
<<if $dungeon5Hnotcleared>>\
<<print $dungeon5.beforebossroom>>west.
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span></div><<set $currentdungeonroom to $dungeon5J>><<set $currentenemy to $dungeon5Jenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Jdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Jdesc.name>></span><</switch>></center>\
<<print $dungeon5Jdesc.desc>>
<<if $dungeon5Jcontent == "enemy" && $dungeon5Jnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Jcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Jcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Jcontent == "trap" && $dungeon5Jnotcleared>>\
<<if $dungeon5Jtrap == "pit">>\
<<pit>>
<<elseif $dungeon5Jtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Jtrap == "gas">>\
<<gas>>
<<elseif $dungeon5Jtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Jtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Jtrap == "darts">>\
<<darts>>
<<elseif $dungeon5Jtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Jnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5K>><<set $currentenemy to $dungeon5Kenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Kdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Kdesc.name>></span><</switch>></center>\
<<print $dungeon5Kdesc.desc>>
<<if $dungeon5Kcontent == "enemy" && $dungeon5Knotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Kcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Kcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Kcontent == "trap" && $dungeon5Knotcleared>>\
<<if $dungeon5Ktrap == "pit">>\
<<pit>>
<<elseif $dungeon5Ktrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Ktrap == "gas">>\
<<gas>>
<<elseif $dungeon5Ktrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Ktrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Ktrap == "darts">>\
<<darts>>
<<elseif $dungeon5Ktrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Knotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5L>><<set $currentenemy to $dungeon5Lenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Ldesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Ldesc.name>></span><</switch>></center>\
<<dungeon5firstroomdesc>>
<<print $dungeon5Ldesc.desc>> The dungeon exit is to the east.
<<if $dungeon5Lcontent == "enemy" && $dungeon5Lnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Lcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Lcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Lcontent == "trap" && $dungeon5Lnotcleared>>\
<<if $dungeon5Ltrap == "pit">>\
<<pit>>
<<elseif $dungeon5Ltrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Ltrap == "gas">>\
<<gas>>
<<elseif $dungeon5Ltrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Ltrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Ltrap == "darts">>\
<<darts>>
<<elseif $dungeon5Ltrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Lnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5M>><<set $currentenemy to $dungeon5Menemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Mdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Mdesc.name>></span><</switch>></center>\
<<print $dungeon5Mdesc.desc>>
<<if $dungeon5Mcontent == "enemy" && $dungeon5Mnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Mcontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Mcontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Mcontent == "trap" && $dungeon5Mnotcleared>>\
<<if $dungeon5Mtrap == "pit">>\
<<pit>>
<<elseif $dungeon5Mtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Mtrap == "gas">>\
<<gas>>
<<elseif $dungeon5Mtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Mtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Mtrap == "darts">>\
<<darts>>
<<elseif $dungeon5Mtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Mnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5N>><<set $currentenemy to $dungeon5Nenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Ndesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Ndesc.name>></span><</switch>></center>\
<<print $dungeon5Ndesc.desc>>
<<if $dungeon5Ncontent == "enemy" && $dungeon5Nnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Ncontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Ncontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Ncontent == "trap" && $dungeon5Nnotcleared>>\
<<if $dungeon5Ntrap == "pit">>\
<<pit>>
<<elseif $dungeon5Ntrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Ntrap == "gas">>\
<<gas>>
<<elseif $dungeon5Ntrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Ntrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Ntrap == "darts">>\
<<darts>>
<<elseif $dungeon5Ntrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Nnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon5O>><<set $currentenemy to $dungeon5Oenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon5Odesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon5Odesc.name>></span><</switch>></center>\
<<print $dungeon5Odesc.desc>>
<<if $dungeon5Ocontent == "enemy" && $dungeon5Onotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon5Ocontent == "secretroom">>\
<<secretpassagedungeon5>>
<<elseif $dungeon5Ocontent == "deadscholar">>\
<<deadscholar>>
<<elseif $dungeon5Ocontent == "trap" && $dungeon5Onotcleared>>\
<<if $dungeon5Otrap == "pit">>\
<<pit>>
<<elseif $dungeon5Otrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon5Otrap == "gas">>\
<<gas>>
<<elseif $dungeon5Otrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon5Otrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon5Otrap == "darts">>\
<<darts>>
<<elseif $dungeon5Otrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon5Onotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon5entrance]]</span><</if>></div><i>Very, very useful in the lab.</i>
This simple mallet was enhanced by the Inventor, adding a range of
unpredictable effects.
A legendary melee weapon. Deals 4-9 points of damage. Normal
attacks have a 50% chance of inflicting one of the following status
effects on the enemy:
Stun for 1 turn
Burn for 3 turns, 4-8 points of irreducible damage per turn
Poison for 3 turns, 5 points of irreducible damage per turn
<a class="link-internal ui-close">Close</a><i>May not protect from lab accidents, but ensures your
rivals will have them as well.</i>
This blacksmith's apron was enhanced by the Inventor, increasing
its sturdiness and adding interesting reflective properties.
Grants 2 points of damage reduction.
Whenever the wearer is inflicted with burn, poison or stun, the
effect is reflected onto the enemy as well (unless they're immune).
<a class="link-internal ui-close">Close</a><<set $currentdungeonroom to $dungeon6N>><<set $currentenemy to $dungeon6Nenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Ndesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Ndesc.name>></span><</switch>></center>\
<<dungeon6firstroomdesc>>
<<print $dungeon6Ndesc.desc>> The dungeon exit is to the south.
<<if $dungeon6Ncontent == "enemy" && $dungeon6Nnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Ncontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Ncontent == "trap" && $dungeon6Nnotcleared>>\
<<if $dungeon6Ntrap == "pit">>\
<<pit>>
<<elseif $dungeon6Ntrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Ntrap == "gas">>\
<<gas>>
<<elseif $dungeon6Ntrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Ntrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Ntrap == "darts">>\
<<darts>>
<<elseif $dungeon6Ntrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Nnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6L>><<set $currentenemy to $dungeon6Lenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Ldesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Ldesc.name>></span><</switch>></center>\
<<print $dungeon6Ldesc.desc>>
<<if $dungeon6Lcontent == "enemy" && $dungeon6Lnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Lcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Lcontent == "trap" && $dungeon6Lnotcleared>>\
<<if $dungeon6Ltrap == "pit">>\
<<pit>>
<<elseif $dungeon6Ltrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Ltrap == "gas">>\
<<gas>>
<<elseif $dungeon6Ltrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Ltrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Ltrap == "darts">>\
<<darts>>
<<elseif $dungeon6Ltrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Lnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6J>><<set $currentenemy to $dungeon6Jenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Jdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Jdesc.name>></span><</switch>></center>\
<<print $dungeon6Jdesc.desc>>
<<if $dungeon6Jcontent == "enemy" && $dungeon6Jnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Jcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Jcontent == "trap" && $dungeon6Jnotcleared>>\
<<if $dungeon6Jtrap == "pit">>\
<<pit>>
<<elseif $dungeon6Jtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Jtrap == "gas">>\
<<gas>>
<<elseif $dungeon6Jtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Jtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Jtrap == "darts">>\
<<darts>>
<<elseif $dungeon6Jtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Jnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6H>><<set $currentenemy to $dungeon6Henemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Hdesc.name>></span><</switch>></center>\
<<print $dungeon6Hdesc.desc>>
<<if $dungeon6Hcontent == "enemy" && $dungeon6Hnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Hcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Hcontent == "trap" && $dungeon6Hnotcleared>>\
<<if $dungeon6Htrap == "pit">>\
<<pit>>
<<elseif $dungeon6Htrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Htrap == "gas">>\
<<gas>>
<<elseif $dungeon6Htrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Htrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Htrap == "darts">>\
<<darts>>
<<elseif $dungeon6Htrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Hnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6E>><<set $currentenemy to $dungeon6Eenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Edesc.name>></span><</switch>></center>\
<<print $dungeon6Edesc.desc>>
<<if $dungeon6Econtent == "enemy" && $dungeon6Enotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Econtent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Econtent == "trap" && $dungeon6Enotcleared>>\
<<if $dungeon6Etrap == "pit">>\
<<pit>>
<<elseif $dungeon6Etrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Etrap == "gas">>\
<<gas>>
<<elseif $dungeon6Etrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Etrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Etrap == "darts">>\
<<darts>>
<<elseif $dungeon6Etrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon6smallpassage == 2 && $dungeon6smallpassagecleared != true && $dungeon6Enotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon6monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon6shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Enotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6B>>\
<span class = "green">Game saved automatically!</span>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Bdesc.name>></span><</switch>></center>\
<<print $dungeon6Bdesc.desc>>
<<if $dungeon6Anotcleared>>\
<<print $dungeon6.beforebossroom>>
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span></div><<set $currentdungeonroom to $dungeon6A>><<set $currentenemy to $dungeon6.boss>><<set $enemy to {intimidatediff:0, bribe:0, diplomacydiff:0}>>\
<<print $dungeon6.bossroomdesc>>
<<if $dungeon6Anotcleared>>\
<<print $dungeon6.bossintro>>
<<dungeonbossfight>><</if>>\
<<if not $dungeon6renowngained && not $dungeon6Anotcleared>>\
<<dungeon6renown>>\
<</if>>\
<<if $dungeon6bosstreasurenottaken && not $dungeon6Anotcleared>>\
You spot a treasure chest in the corner of the room!
[[Take the treasure|dungeon6bosstreasure]]
<</if>>\
<div id = "compass"><<if not $dungeon6Anotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6M>><<set $currentenemy to $dungeon6Menemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Mdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Mdesc.name>></span><</switch>></center>\
<<print $dungeon6Mdesc.desc>>
<<if $dungeon6Mcontent == "enemy" && $dungeon6Mnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Mcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Mcontent == "trap" && $dungeon6Mnotcleared>>\
<<if $dungeon6Mtrap == "pit">>\
<<pit>>
<<elseif $dungeon6Mtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Mtrap == "gas">>\
<<gas>>
<<elseif $dungeon6Mtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Mtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Mtrap == "darts">>\
<<darts>>
<<elseif $dungeon6Mtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Mnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6K>><<set $currentenemy to $dungeon6Kenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Kdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Kdesc.name>></span><</switch>></center>\
<<print $dungeon6Kdesc.desc>>
<<if $dungeon6Kcontent == "enemy" && $dungeon6Knotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Kcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Kcontent == "trap" && $dungeon6Knotcleared>>\
<<if $dungeon6Ktrap == "pit">>\
<<pit>>
<<elseif $dungeon6Ktrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Ktrap == "gas">>\
<<gas>>
<<elseif $dungeon6Ktrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Ktrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Ktrap == "darts">>\
<<darts>>
<<elseif $dungeon6Ktrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Knotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6I>><<set $currentenemy to $dungeon6Ienemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Idesc.name>></span><</switch>></center>\
<<print $dungeon6Idesc.desc>>
<<if $dungeon6Icontent == "enemy" && $dungeon6Inotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Icontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Icontent == "trap" && $dungeon6Inotcleared>>\
<<if $dungeon6Itrap == "pit">>\
<<pit>>
<<elseif $dungeon6Itrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Itrap == "gas">>\
<<gas>>
<<elseif $dungeon6Itrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Itrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Itrap == "darts">>\
<<darts>>
<<elseif $dungeon6Itrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Inotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6G>><<set $currentenemy to $dungeon6Genemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Gdesc.name>></span><</switch>></center>\
<<print $dungeon6Gdesc.desc>>
<<if $dungeon6Gcontent == "enemy" && $dungeon6Gnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Gcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Gcontent == "trap" && $dungeon6Gnotcleared>>\
<<if $dungeon6Gtrap == "pit">>\
<<pit>>
<<elseif $dungeon6Gtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Gtrap == "gas">>\
<<gas>>
<<elseif $dungeon6Gtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Gtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Gtrap == "darts">>\
<<darts>>
<<elseif $dungeon6Gtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Gnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6D>><<set $currentenemy to $dungeon6Denemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Ddesc.name>></span><</switch>></center>\
<<print $dungeon6Ddesc.desc>>
<<if $dungeon6Dcontent == "enemy" && $dungeon6Dnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Dcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Dcontent == "trap" && $dungeon6Dnotcleared>>\
<<if $dungeon6Dtrap == "pit">>\
<<pit>>
<<elseif $dungeon6Dtrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Dtrap == "gas">>\
<<gas>>
<<elseif $dungeon6Dtrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Dtrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Dtrap == "darts">>\
<<darts>>
<<elseif $dungeon6Dtrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon6smallpassage == 1 && $dungeon6smallpassagecleared != true && $dungeon6Dnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon6monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon6shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Dnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6F>><<set $currentenemy to $dungeon6Fenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Fdesc.name>></span><</switch>></center>\
<<print $dungeon6Fdesc.desc>>
<<if $dungeon6Fcontent == "enemy" && $dungeon6Fnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Fcontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Fcontent == "trap" && $dungeon6Fnotcleared>>\
<<if $dungeon6Ftrap == "pit">>\
<<pit>>
<<elseif $dungeon6Ftrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Ftrap == "gas">>\
<<gas>>
<<elseif $dungeon6Ftrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Ftrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Ftrap == "darts">>\
<<darts>>
<<elseif $dungeon6Ftrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<<if $dungeon6smallpassage == 3 && $dungeon6smallpassagecleared != true && $dungeon6Fnotcleared != true && $playerdead != true>>\
Upon closer examination of the room you find a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|dungeon6monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|dungeon6shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Fnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div><<set $currentdungeonroom to $dungeon6C>><<set $currentenemy to $dungeon6Cenemy>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $dungeon6Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $dungeon6Cdesc.name>></span><</switch>></center>\
<<print $dungeon6Cdesc.desc>>
<<if $dungeon6Ccontent == "enemy" && $dungeon6Cnotcleared>>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<<elseif $dungeon6Ccontent == "secretroom">>\
<<secretpassagedungeon6>>
<<elseif $dungeon6Ccontent == "trap" && $dungeon6Cnotcleared>>\
<<if $dungeon6Ctrap == "pit">>\
<<pit>>
<<elseif $dungeon6Ctrap == "bonearms">>\
<<bonearms>>
<<elseif $dungeon6Ctrap == "gas">>\
<<gas>>
<<elseif $dungeon6Ctrap == "fallingrock">>\
<<fallingrock>>
<<elseif $dungeon6Ctrap == "naturetrap">>\
<<naturetrap>>
<<elseif $dungeon6Ctrap == "darts">>\
<<darts>>
<<elseif $dungeon6Ctrap == "explosivetrap">>\
<<explosivetrap>>
<</if>>\
<</if>>\
<div id = "compass"><<if not $dungeon6Cnotcleared>><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the dungeon|dungeon6entrance]]</span><</if>></div>
<<widget "setdungeons">>
<<set setup.cryptoflostsouls to {
name:"Crypt of Lost Souls",
type:"crypt",
enemies:[setup.giantrat, setup.frailskeleton, setup.frailskeleton, setup.skeletonwarrior, setup.skeletonarcher, setup.gravescorpion],
beforebossroom:"You sense an ominous presence nearby. Someone is chanting dark spells in the room to the ",
boss:setup.necromancer,
bossintro:"As you enter the chamber, a mage clad in bone armour turns from the altar and looks at you. \"You came to disturb my experiments?\", she asks in a cold voice. 'There's no way you can defeat me. I will use your body to make myself a new servant!'<br><br>You're attacked by the necromancer!",
entrancedesc:"you see the entrance to the Crypt of Lost Souls. The way leads under a crumbling stone arch decorated with carved, grinning skulls, down uneven steps, into foreboding darkness.",
bossroomdesc:"You're in a tall chamber lit with dozens of candles. There's a stone altar in the centre of the chamber, on which heaps of skulls and bones are lying.",
traps:["gas", "pit", "bonearms"],
rumour:"Locals tell you that Crypt of the Lost Souls, located in the uninhabited wilderness of $currentislandname, was an ancient burial ground. No one remembers the people who buried their dead in the Crypt; it has lain forgotten for ages, undisturbed, as locals feared to disturb the dead's resting place. Recently, however, some evil force has been stirring inside the crypt. Those who venture close tell stories of strange lights and noises, and ancient bones walking once again.",
dark:true,
}
>>
<<set setup.barebonehall to {
name:"Bare Bone Hall",
type:"crypt",
enemies:[setup.frailskeleton, setup.frailskeleton, setup.deathwolf, setup.deathwolf, setup.skeletonwarrior, setup.skeletonarcher],
beforebossroom:"You can hear slow, heavy steps and clatter of armour from the ",
boss:setup.armourgolem,
bossintro:"As you enter the chamber, an armour-clad figure walks at you with a drawn sword. You see blue fire burning behind the visor of its helmet and realise you're facing an undead spirit, bound to the armour by dark magic and left to guard this place forever!",
entrancedesc:"you see the entrance to the Bare Bone Hall. The way leads under a colonnade and through a marble portal with weathered inscriptions, into silent darkness.",
bossroomdesc:"You're in a tall chamber supported by rows of black stone columns. Two statues of armoured knights guard a collapsed throne, on which there sits a cobweb-wrapped skeleton.",
traps:["gas", "pit", "bonearms"],
rumour:"You learn from the locals that Bare Bone Hall used to be home to a powerful and evil warlock who summoned spirits of the dead to serve him, and created strange and fearsome constructs. The warlock was defeated many years ago by a group of dauntless heroes and the Hall has lain abandoned since then, but rumours say the site is still haunted by the sinister mage's creations, and the restless bones of his victims.",
dark:true,
}
>>
<<set setup.shimmerbrookcave to {
name:"Shimmerbrook Cave",
type:"cave",
enemies:[setup.giantrat, setup.giantrat, setup.flickerbeetle, setup.toxicjelly, setup.firejelly, setup.lightningjelly],
beforebossroom:"You hear hissing and dry gnashing of chitin jaws from the ",
boss:setup.phantomspider,
bossintro:"As you enter the chamber, you notice an enormous spider wrapping a giant rat carcass in its silk. When the spider notices you, it hisses and disappears! A moment later it appears out of thin air right next to you, ready to attack!",
entrancedesc:"you see the entrance to Shimmerbrook Cave, leading under a wide stone arch into a dim chamber.",
bossroomdesc:"You're in a large chamber crossed by an underground stream and filled with thick grey cobwebs. Many big silk cocoons are hanging from the webs.",
traps:["pit", "fallingrock", "naturetrap"],
rumour:"Locals tell you Shimmerbrook Cave is a sprawling underground system located in the remote wilderness. Many years ago a cunning thief hid stolen treasures there, but she was captured and imprisoned before she could reclaim them. Generations of gold hunters and adventurous locals tried to find the treasure, but so far only small bits and pieces were recovered, as the cave is swarming with dangerous monsters. Many of those who ventured inside in search of riches found death instead.",
dark:true,
}
>>
<<set setup.wardrumcavern to {
name:"Wardrum Cavern",
type:"cave",
enemies:[setup.giantrat, setup.goblin, setup.goblin, setup.goblin, setup.flickerbeetle, setup.goblinshaman, setup.goblinshaman],
beforebossroom:"You hear angry shouts in the goblin tongue. Another goblin responds apologetically, sounding very scared. The sounds are coming from a room to the ",
boss:setup.goblinhero,
bossintro:"You enter the cave chamber and see a goblin wearing armour decorated with gold – the apparent leader of the tribe. He's scolding a scared shaman, but stops when he notices you. The shaman takes this chance to flee the room.<br>\"You! Human!\" shouts the goblin leader angrily. \"You killed my warriors! But showing up here was a mistake. You underestimate me because I'm smaller than you. How foolish you are! Die!\"<br><br>The goblin leader readies a crossbow and attacks!",
entrancedesc:"you see the entrance to Wardrum Cavern – a small opening in the rock wall, leading to a chamber lit witch torches. There's a crude totem pole by the entrance. You can hear distant drumming somewhere deep inside the cave.",
bossroomdesc:"You're in a large cave room lit by torches. Small goblin tents surround a much larger one in the centre.",
traps:["darts", "pit", "explosivetrap"],
rumour:"Locals tell you Wardrum Cavern is home to a dangerous, but thankfully small goblin tribe. The goblins sometimes raid nearby farms, but so far they've been too weak to attack openly and only stole supplies and livestock. Recently, their raids are getting bolder and more frequent; locals fear the conflict with the goblins may turn into an open war.",
dark:false,
}
>>
<<set setup.earthrootcave to {
name:"Earthroot Cave",
type:"cave",
enemies:[setup.giantrat, setup.giantrat, setup.bandit, setup.bandit, setup.gravescorpion, setup.bandithunter, setup.bandithunter],
beforebossroom:"You hear somebody muttering spells in the next room! The chanting is punctuated by sounds of small explosions. The sounds are coming from the ",
boss:setup.renegademage,
bossintro:"As you enter the room, a tall, sinewy man in crimson robes turns to you and smiles.<br><br>\"An intruder!\", he says. \"Perfect! Just in time to help me test out my new spell!\"<br><br>The renegade mage points his hands towards you and starts chanting!",
entrancedesc:"you see the mouth of Earthroot Cave, a jagged opening in the rock leading into a dim chamber. Some broken crates, empty barrels and animal bones are lying around.",
bossroomdesc:"You're in a large cavern turned into a study chamber. There's some simple furniture here, a bookshelf and a work table with alchemical equipment.",
traps:["pit", "naturetrap", "darts"],
rumour:"People of $currentislandname explain that Earthroot Cave, a huge underground complex, used to be a quiet place – until recently. Apparently, some bandits have made their camp inside the cave, and attack anyone who approaches. No one knows who gives orders to the bandits, or why they're there, but the locals are afraid they're up to no good.",
dark:false,
}
>>
<<set setup.robbersmaze to {
name:"Robber's Maze",
type:"ruins",
enemies:[setup.giantrat, setup.giantrat, setup.bandit, setup.bandit, setup.bandit, setup.bandithunter, setup.bandithunter],
beforebossroom:"You've reached the entrance to the tall ruin, surrounded by carved columns. You can hear someone eating loudly inside, to the ",
boss:setup.banditbrute,
bossintro:"As you enter the ruined building, an enormous man gets up from a bench by an open fire and drops a half-eaten leg of mutton to pick up a heavy club. \"So, you got past those idiots?\" he bellows. \"Useless weaklings! I hope you killed them all. If not, I'll do it myself – but first, I'll smash your brains out!\"<br><br>The bandit brute screams and charges at you!",
entrancedesc:"you see the entrance to Robber's Maze – a labyrinth of crumbling stone buildings, many partially collapsed. In the distance, you spot a building taller than the others.",
bossroomdesc:"You're in a huge ruined hall which was turned into a camp. A smoking fire burns in the middle of the room; some bedrolls and benches are placed around it.",
traps:["fallingrock", "darts"],
rumour:"People of $currentislandname explain that Robber's Maze is the name given to the sprawling ruins of the ancient city, which have been home to bandits, thieves and other troublemakers for years. The Maze's architecture provides great lookout points and many easily defensible locations, which is why locals haven't been able to deal with the bandit problem.",
dark:false,
}
>>
<<set setup.whisperingruins to {
name:"Whispering Ruins",
type:"ruins",
enemies:[setup.giantrat, setup.flickerbeetle, setup.flickerbeetle, setup.darkwolf, setup.darkwolf, setup.gravescorpion],
beforebossroom:"You can hear hissing and slithering, as if a huge serpent was crawling on the floor, coming from the room to the ",
boss:setup.giantserpent,
bossintro:"As you walk into the room, you scare some birds which fly out through a hole in the ceiling. Then you notice the serpent. The beast is as huge as an old tree trunk, and just as motionless – until your eyes meet. Knowing it was spotted, the huge greyish serpent raises its head off the floor and bares fangs, ready to strike!",
entrancedesc:"you see the entrance to the ruined palace. It leads through a decorated portal into an interior almost completely destroyed by the elements. You can hear the wind gently whispering in the empty halls.",
bossroomdesc:"You're in the ruined throne room of the old palace. Shreds of old tapestries are still hanging from the walls. The ceiling has collapsed onto the throne dais.",
traps:["fallingrock", "naturetrap"],
rumour:"Locals tell you that Whispering Ruins are all that remains of an ancient palace, which is said to have been an architectural wonder filled with treasure. Now it's just a shell, with wind coming through broken windows and whispering in empty rooms – though some believe gold can still be found hidden deep inside the structure. However, few people are brave enough to check these rumours, as the ruins have become home to wild beasts.",
dark:false,
}
>>
________________________
<<set setup.necromancersfolly to {
name:"Necromancer's Folly",
type:"crypt",
enemies:[setup.skeletonwarrior, setup.skeletonarcher, setup.necromancer, setup.necromancer, setup.armourgolem, setup.armourgolem, setup.bonehorror, setup.bonehorror],
beforebossroom:"You sense a dark energy nearby. When you focus, you can hear a hoarse voice chanting words in an ancient language, in the room to the ",
boss:setup.lich,
bossintro:"As you walk into the room, a robed skeleton raises from a stone throne and points a bony finger at you.<br><br>\"An intruder,\" it says in a raspy voice. \"Destroying my creations. Good; that means you're strong. When I kill you and absorb your lifeforce, I may finally be able to leave this accursed crypt and rain destruction upon the people of $currentislandname\".<br><br>The ancient lich attacks you!",
entrancedesc:"you see the entrance to Necromancer's Folly – an arched passage leading into grim darkness. Some old, yellowed bones are scattered around. Many have strange markings carved onto them.",
bossroomdesc:"You're in the lich's throne room. You see a stone seat and many tables; on the tables there are incomplete skeletons, golem parts and various magic paraphernalia.",
traps:["gas", "fallingrock", "bonearms"],
rumour:"You learn that Necromancer's Folly was an ancient necropolis. Many years ago, a power-thirsty wizard ventured into the necropolis seeking ancient knowledge – and, rumours said, immortality. Soon after, undead monsters started to appear in the necropolis. Even though decades have passed, the monsters still haunt the area. Locals believe the wizard animated them, but couldn't leave the crypt; they think his quest for immortality brought a curse upon him, and call the crypt Necromancer's Folly.",
dark:true,
}
>>
<<set setup.tomboftheancients to {
name:"Tomb of the Ancients",
type:"crypt",
enemies:[setup.skeletonwarrior, setup.skeletonarcher, setup.necromancer, setup.necromancer, setup.renegademage, setup.bonehorror, setup.elementalist, setup.elementalist],
beforebossroom:"You can hear hideous shrieks coming from an adjacent room – as if a child was throwing a tantrum, but no human child can sound like that. The screams, punctuated by the sound of glass breaking, are coming from the ",
boss:setup.mageling,
bossintro:"As you enter the room, a small silhouette emerges from the shadows in the corner. It's a young girl – but she's monstrous and deformed, with long claws, greyish skin and a hideous grin on the face.<br><br>\"It's not working!\" she screams, smashing a bottle on the floor. \"Bring me more essence, now, or I'll eat your guts out!\"<br><br>Suddenly, the monstrous creature realises you're not who she thought you were.<br><br>\"Ooh, a visitor!\" she cackles. \"Splendid! You look strong, stronger than my silly minions. If I devour your life force, I'll surely grow!\"<br><br>The girl laughs maniacally and attacks you!",
entrancedesc:"you see the entrance to Tomb of the Ancients – a small stone building with open trapdoor in the floor. A spiral staircase is leading down to the underground crypt, which, to your surprise, is well-lit.",
bossroomdesc:"You're in a large crypt room turned into a study. There are piles of books on the floor and the burial niches on the walls were cleared and now hold alchemical equipment.",
traps:["gas", "darts", "bonearms"],
rumour:"Local people tell you Tomb of the Ancients used to be the burial place of their ancestors – a large underground crypt complex where the dead were laid to rest. However, not long ago some evil force manifested itself in the crypt. People from nearby settlement started to disappear, and there are dark rumours – of ancient bones walking and hooded mages visiting the crypt.",
dark:false,
}
>>
<<set setup.whirlpoolcave to {
name:"Whirlpool Cave",
type:"cave",
enemies:[setup.drownedone, setup.drownedone, setup.drownedone, setup.stoneeel, setup.stoneeel, setup.stalacteeth, setup.toxicjelly, setup.lightningjelly],
beforebossroom:"You can hear the whirlpool roaring in an adjacent chamber. You can also sense the presence of something... strange and ...alive? in the room to the ",
boss:setup.waterspirit,
bossintro:"As you enter the chamber, you see a giant shape rising from the twisting whirlpool. A mass of water towers over you and forms itself into a vaguely human shape, then attacks!",
entrancedesc:"you see the entrance to Whirlpool Cave – a narrow opening in the rock wall. The air inside smells of the sea and you can hear a distant sound of roaring water.",
bossroomdesc:"You're in the deepest part of Whirlpool Cave, a tall chamber with the eponymous whirlpool roaring in the centre. A salty mist is hanging in the air. Slippery rocks around the whirlpool make approaching it very dangerous.",
traps:["naturetrap", "fallingrock"],
rumour:"Local people tell you that Whirlpool Cave is a very dangerous place – a treacherous system of underground passages leading to a chamber with a roaring whirlpool in the centre. Some say the whirlpool connects to the sea and the drowned undead found in the cave are unfortunate sailors. There are even rumours of pirate treasures that were carried into the cave through the whirlpool.",
dark:true,
}
>>
<<set setup.crystalcave to {
name:"Crystal Cave",
type:"cave",
enemies:[setup.toxicjelly, setup.firejelly, setup.lightningjelly, setup.stalacteeth, setup.stalacteeth, setup.giantserpent, setup.giantserpent, setup.phantomspider],
beforebossroom:"You can hear some creature walking nearby. Its footsteps are heavy; it must be a giant four-legged beast. It never stops, but goes there and back again, as if patrolling the room to the ",
boss:setup.crystalhound,
bossintro:"As you walk into the room, you encounter a strange beast – a huge hound with body made of crystal. You spot and old leather collar around the creature's neck. You have no time for further observations, as the hound turns towards you and growls, then charges!",
entrancedesc:"you see an opening in the rock, framed with crystal shards resembling giant teeth. This must be the entrance to Crystal Cave.",
bossroomdesc:"You're in a large chamber supported by columns of pure crystal. There's some decayed furniture in one corner, and a pile of rotten books. Someone must have lived here many years ago.",
traps:["naturetrap", "fallingrock", "pit"],
rumour:"Locals tell you that years ago people used to venture into the caves in the northern part of the island to bring back crystals. They weren't valuable, but made for pretty and affordable jewellery. However, it all stopped when strange and dangerous monsters appeared in the caves. Some speculate they were attracted by a mysterious energy emanating from the crystals, others believe them to be created by magic.",
dark:true,
}
>>
<<set setup.serpentsnest to {
name:"Serpent's Nest",
type:"cave",
enemies:[setup.giantserpent, setup.giantserpent, setup.giantserpent, setup.gravescorpion, setup.gravescorpion, setup.phantomspider, setup.stoneeel, setup.stoneeel],
beforebossroom:"You can hear hissing and slithering, and you feel a warm draught, coming from the room to the ",
boss:setup.fireserpent,
bossintro:"As you enter the chamber, you notice a giant red serpent curled on the rock floor. The serpent spots you as well; it unwraps its coils and slithers towards you. When the serpent opens its jaws, you see flames flickering in its maw!",
entrancedesc:"you see a dark, slippery tunnel leading into the depths of the cave.",
bossroomdesc:"You're in a large rocky chamber. The stone walls are charred and even partially melted, as if from incredibly intense fire. A snake moult of immense size is lying in the corner of the room.",
traps:["pit", "naturetrap", "fallingrock"],
rumour:"Local people react with fear to any mention of Serpent's Nest. They tell you the accursed cave has claimed the lives of far too many young adventurers, who were tempted by rumours of ancient treasure. They ventured straight into the lair of strange and deadly serpentine beasts, never to return.",
dark:true,
}
>>
<<set setup.stonegardens to {
name:"Stone Gardens",
type:"ruins",
enemies:[setup.giantserpent, setup.darkwolf, setup.darkwolf, setup.phantomspider, setup.gravescorpion, setup.giantserpent, setup.gianteagle, setup.gianteagle],
beforebossroom:"The building you're in has an exit leading to a plaza where the ruined tower stands. You can hear the beating of giant wings coming from the tower's direction, in the ",
boss:setup.griffin,
bossintro:"You enter the ruined tower and immediately notice the wooden upper floors have all collapsed and there's a giant hole in the roof. Suddenly, a huge winged shadow flies through the hole and dives towards you. You're attacked by a griffin!",
entrancedesc:"you see Stone Gardens – a vast expanse of paved streets and crumbling stone buildings, mostly overtaken by nature. In the distance you spot a tall tower. There's a giant nest on its roof.",
bossroomdesc:"You're in the ruined tower. The stone floor is covered by rotten wood, branches and animal bones; you also notice many large feathers. The wooden staircase and all upper floors have collapsed.",
traps:["naturetrap", "fallingrock"],
rumour:"You ask locals about Stone Gardens and learn it's a labyrinthine ruin located deep in the wilderness. It's so old most of its buildings have collapsed, leaving only crumbling stone walls standing on the paved expanse. Rumours say there might be treasure in the few intact buildings, or in hidden cellars, but few dare to search them, as many dangerous beasts have their lairs in Stone Gardens.",
dark:false,
}
>>
<<set setup.sleepingcity to {
name:"Sleeping City",
type:"ruins",
enemies:[setup.assassin, setup.assassin, setup.banditbrute, setup.banditbrute, setup.renegademage, setup.renegademage, setup.bandithunter, setup.bandithunter],
beforebossroom:"You hear heavy footsteps coming from an adjacent room – someone is walking in circles. There are tattered standards on both sides of the room's entranceway, which is located to the ",
boss:setup.fallenknight,
bossintro:"As you enter the room, an armoured warrior stops mid-stride and draws his sword.<br><br>\"I don't know who you are, or which one of those cowards sent you, but since you came here, you must die\", the knight says and charges at you!",
entrancedesc:"you see the walls of Sleeping City. There's a single, open gate leading into the labyrinth of narrow streets and interconnected buildings. Garbage litters the streets – a sure sign someone has been here recently.",
bossroomdesc:"You're in a large abandoned building, turned into a war room. There are maps on the central table, as well as mugs and wine bottles. Weapon and armour racks line the walls.",
traps:["darts", "pit", "explosivetrap"],
rumour:"Local people tell you that Sleeping City – the once peaceful ruins in the wild part of the island – have become the base of operation for a dangerous group of bandits. These brigands execute well-organised attacks, mostly against local nobles. They appear to be led by someone holding a grudge against the rich landowners, who's also a skilled tactician.",
dark:false,
}
>>
_______________
<<set setup.ruinsoftitanswalk to {
name:"Ruins of Titan's Walk",
type:"ruins",
enemies:[setup.giant, setup.giant, setup.giant, setup.troll, setup.troll, setup.troll, setup.troll, setup.trollberserker, setup.trollberserker, setup.trollberserker, setup.trollberserker],
beforebossroom:"You notice a passage leading into an open, eerily silent plaza in the ",
boss:setup.guardianofrunes,
bossintro:"As you walk into the plaza, you hear a swooshing sound. An enormous man appears out of thin air in front of you! He's taller than a giant and, unlike giants, looks civilised. He's wearing a beautifully decorated suit of armour and carrying a sword fit for his size.<br><br>\"Welcome, human,\" he says, looking down at you. \"I am the Guardian of Runes, the last of the Titans. Even in death, I protect the treasures of my people. These dead trolls and giants you see tried to take them, but were judged unworthy. Now it's your turn to prove yourself. No spells or tricks, just one warrior's prowess against another's!\"<br><br>The colossal apparition readies his sword for combat!",
entrancedesc:"you see the half-collapsed remains of an enormous marble gate, the sheer size of which makes you feel small and insignificant. The gate leads to the ruined Titan city.",
bossroomdesc:"You're in an open plaza surrounded by tall columns. Colossal marble statues are standing between the columns, most of them broken and incomplete. You see several corpses of trolls and giants scattered around the plaza.",
traps:["naturetrap", "fallingrock", "pit"],
rumour:"You learn that Ruins of Titan's Walk were once a proud city of Titans – a long extinct race of people taller even than giants, who were fierce warriors, but also talented builders and artists. Some locals used to venture into the ruins in search of treasures left behind by the Titans – beautiful jewellery and gemstones with runic markings. Recently, however, the place has become home to dangerous new inhabitants – trolls and giants, who apparently enjoy the ruined city's colossal proportions – and local people started to avoid it.",
dark:false,
}
>>
<<set setup.howlingdepths to {
name:"Howling Depths",
type:"cave",
enemies:[setup.stoneeel, setup.stoneeel, setup.gianteagle, setup.gianteagle, setup.griffin, setup.griffin, setup.fireserpent, setup.fireserpent, setup.wyvern, setup.wyvern],
beforebossroom:"Pale glow of torches seeps in from the room to the ",
boss:setup.huntmaster,
bossintro:"As you enter the room, a crossbow bolt whizzes past your ear. A woman in fur armour appears from the shadows, pointing a heavy crossbow at you. The woman's eyes are dark and deep, utterly inhuman.<br><br>\"I missed on purpose,\" she calmly explains. \"I want you to feel fear before you die. You deserve it for killing my faithful beasts, my friends, my dear children who hunt with me.\"<br><br>The Huntmaster attacks you!",
entrancedesc:"you see a cavernous opening in the rock, leading to a dark chamber. You hear the beating of giant wings and low, guttural roars coming from the depths of the cavern.",
bossroomdesc:"You're in a cave room turned into simply furnished living quarters. The floor is covered with furs and hides of wild beasts, and there are skulls placed on every piece of furniture save for the bed. Most of the skulls are animal, but not all.",
traps:["darts", "explosivetrap", "naturetrap"],
rumour:"Local people tell you Howling Depths are a system of monumental caverns, reaching deep underground. They're spacious enough for all sorts of wildlife, even griffins and wyverns, which normally shun caves. There always were wild beasts in the Depths, but recently they've become uncannily organised; they leave the caverns and attack humans in the surrounding area, striking in groups. Someone must be commanding these beasts; locals mention a person called \"the Huntmaster\", but you can't tell if she's just a legend or a real woman.",
dark:true,
}
>>
<<set setup.ossuarygardens to {
name:"Ossuary Gardens",
type:"crypt",
enemies:[setup.lich, setup.lich, setup.soullesshusk, setup.soullesshusk, setup.bonehorror, setup.bonehorror, setup.armourgolem, setup.armourgolem, setup.mageling, setup.mageling],
beforebossroom:"You sense an overwhelmingly evil presence coming from the room to the ",
boss:setup.archlich,
bossintro:"As you enter the chamber, a tall skeleton wearing a crown rises from the throne.<br><br>\"You dare intrude upon Arch-lich Egros, mortal?\" the undead hisses. \"So be it. Soon you shall join my army and slaughter humans in my name!\"<br><br>The Arch-lich raises his staff and starts casting an evil spell!",
entrancedesc:"you see the entrance to Ossuary Gardens – a dark opening in a wall built of bones. Ominous black mist is seeping out of the crypt.",
bossroomdesc:"You're in a tall chamber with walls built of skulls. Rotting purple carpets cover the floor. There's a gilded chair on a dais in the centre of the room. The chamber looks like a decaying throne room of some ancient and corrupt ruler.",
traps:["darts", "bonearms", "explosivetrap"],
rumour:"Local people don't want to talk about the crypt in the wild part of the island. They seem scared at the mere mention of its name. Finally, you find a few braver souls and learn that Ossuary Gardens is an ancient boneyard and the domain of equally ancient evil. Dark magic emanates from the crypt, and there are legends of the \"Dead King\" who bides his time there, building his undead army and waiting to conquer the world of the living.",
dark:true,
}
>>
<<set setup.candlewindtower to {
name:"Candlewind Tower",
type:"tower",
enemies:[setup.elementalist, setup.elementalist, setup.elementalist, setup.assassin, setup.assassin, setup.assassin, setup.mageling, setup.mageling, setup.mageling, setup.fallenknight, setup.fallenknight, setup.fallenknight],
beforebossroom:"You hear deep growling coming from the room at the top of the tower, behind the northern door, and feel immense heat – both sure signs there's a dragon there!",
boss:setup.dragon,
bossintro:"As you enter what used to be an observatory, you see a huge green dragon half-asleep on the floor, curled around a treasure chest. Suddenly, the dragon opens its eyes and looks at you with malice, then rises, ready to attack!",
entrancedesc:"you see the archway leading to the bottom floor of Candlewind Tower. The stone tower is in a bad shape, most of its roof missing, but many windows are lit up.",
bossroomdesc:"You're in the ruined observatory on the top floor of Candlewind Tower. You see charred bookcases, a broken telescope and a lot of debris from the collapsed roof. Some star maps are still hanging on the walls.",
traps:["explosivetrap", "darts", "fallingrock"],
rumour:"You ask around about Candlewind Tower and learn that it was home to a learned mystic who built an observatory on the top floor. After the mystic died, a strange and dangerous cult moved into the tower. With them, a mighty green dragon arrived; the beast destroyed the observatory and turned the top floor of the tower into its lair. Locals are scared to go anywhere near Candlewind Tower; they say the cultists worship the dragon and abduct people to sacrifice them to their \"god\".",
dark:false,
}
>>
<<set setup.thunderrock to {
name:"Thunder Rock",
type:"tower",
enemies:[setup.lich, setup.lich, setup.lich, setup.soullesshusk, setup.soullesshusk, setup.soullesshusk, setup.crystalhound, setup.crystalhound, setup.armourgolem, setup.armourgolem, setup.phantomspider, setup.phantomspider,],
beforebossroom:"You hear deep growling coming from the room at the top of the tower, behind the northern door, and feel immense heat – both sure signs there's a dragon there!",
boss:setup.dragon,
bossintro:"You enter the top floor of Thunder Rock and find yourself in a ruined laboratory – and face to face with a terrifying black dragon! The colossal beast roars and spreads its wings, angered by your intrusion. Then, it attacks you!",
entrancedesc:"you see the entrance to Thunder Rock – a simple archway. The old tower emanates a powerful magic aura which makes you uneasy.",
bossroomdesc:"You're in a ruined laboratory on the top floor of Thunder Rock. Remains of strange apparatuses, charred books and pieces of debris from the collapsed roof litter the floor.",
traps:["bonearms", "darts", "explosivetrap"],
rumour:"Local people tell you the ruined tower on the coast of the island, called Thunder Rock, belonged to a strange society of mages who conducted mysterious experiments; the tower was always surrounded by clouds and thunder, hence its name. After one night, when the magic storm around Thunder Rock was particularly strong, all mages left the place in a hurry, never to return. The tower sat abandoned, but soon horrifying creatures started to appear in its vicinity: powerful undead and constructs with bodies made of crystal and metal. Locals speculate it was a failed magic experiment that somehow brought these monsters into the tower. Recently, Thunder Rock's aura has attracted an even more dangerous being: a giant black dragon has made its lair on the top floor of the ruined tower.",
dark:false,
}
>>
<<set setup.brokentalon to {
name:"Broken Talon",
type:"tower",
enemies:[setup.giantserpent, setup.giantserpent, setup.stoneeel, setup.stoneeel, setup.stoneeel, setup.fireserpent, setup.fireserpent, setup.fireserpent, setup.wyvern, setup.wyvern],
beforebossroom:"You hear deep growling coming from the room at the top of the tower, behind the northern door, and feel immense heat – both sure signs there's a dragon there!",
boss:setup.dragon,
bossintro:"You climb a flight of stairs to the top of the tower. As you enter the destroyed top floor, you find yourself face to face with an enormous red dragon! The dragon stretches its wings and emits a deafening roar, ready to attack!",
entrancedesc:"you see the entrance to the former fort – a simple wooden door. There's another way in as well – a giant hole in the stone wall. You see numerous tracks of wild beasts around the hole.",
bossroomdesc:"You're in a giant room, taking up the entire top floor of the tower. The roof has partially collapsed. Debris, bones and animal carcasses are scattered across the stone floor.",
traps:["fallingrock", "naturetrap"],
rumour:"Local people tell you Broken Talon is a former fort, which used to keep watch over the coast. A few years ago a vicious red dragon chose the site for its lair; it killed the crew of the fort and partially destroyed the building. The dragon now lives in the fort's tower, posing a great menace to the people of nearby villages. Its presence has attracted other beasts, who inhabit the lower floors of the tower and feast on the remains of the dragon's prey.",
dark:false,
}
>>
_______
<<set setup.dungeonseasy to [setup.cryptoflostsouls, setup.barebonehall, setup.shimmerbrookcave, setup.wardrumcavern, setup.earthrootcave, setup.robbersmaze, setup.whisperingruins]>>
<<set $dungeon1 to setup.dungeonseasy.pluck()>>
<<set $dungeon2 to setup.dungeonseasy.pluck()>>
<<set setup.dungeonsmedium to [setup.necromancersfolly, setup.tomboftheancients, setup.whirlpoolcave, setup.crystalcave, setup.serpentsnest, setup.stonegardens, setup.sleepingcity]>>
<<set $dungeon3 to setup.dungeonsmedium.pluck()>>
<<set $dungeon4 to setup.dungeonsmedium.pluck()>>
<<set setup.dungeonshard to [setup.ruinsoftitanswalk, setup.howlingdepths, setup.ossuarygardens]>>
<<set $dungeon5 to setup.dungeonshard.pluck()>>
<<set setup.dungeonstower to [setup.candlewindtower, setup.thunderrock, setup.brokentalon]>>
<<set $dungeon6 to setup.dungeonstower.pluck()>>
<</widget>>
<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 $dungeon1.entrancedesc>>
<<if $dungeon1.dark == true && $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\
<span class = "red">Enter the dungeon (source of light required!)</span>
<<else>>\
<<link [[Enter the dungeon|dungeon1B]]>><<set $previousdungeonroom to "dungeon1entrance">><</link>>
<</if>>\
<<link [[Return to town|$currentisland]]>><<set $indungeon to false>><</link>>
You decide to investigate the dungeons of $currentislandname.
[["Ask the people of " + $currentislandname + " about " + $dungeon2.name|dungeon2rumour]]
[["Go to " + $dungeon2.name|dungeon2entrance]]
[[Back|$currentisland]]You decide to investigate the dangerous dungeons of $currentislandname.
[["Ask the people of " + $currentislandname + " about " + $dungeon3.name|dungeon3rumour]]
[["Go to " + $dungeon3.name|dungeon3entrance]]
[[Back|$currentisland]]You decide to investigate the dangerous dungeons of $currentislandname.
[["Ask the people of " + $currentislandname + " about " + $dungeon4.name|dungeon4rumour]]
[["Go to " + $dungeon4.name|dungeon4entrance]]
[[Back|$currentisland]]You decide to investigate the deadly dungeons of $currentislandname.
[["Ask the people of " + $currentislandname + " about " + $dungeon5.name|dungeon5rumour]]
[["Go to " + $dungeon5.name|dungeon5entrance]]
[[Back|$currentisland]]You decide to investigate the ruined tower of $currentislandname.
[["Ask the people of " + $currentislandname + " about " + $dungeon6.name|dungeon6rumour]]
[["Go to " + $dungeon6.name|dungeon6entrance]]
[[Back|$currentisland]]<div class = "popup">These enormous white scorpions have long, needle-like stingers they use both to inject their victims with venom and to suck out their blood. They prefer to feed on weaker prey, like giant rats, and on fresh corpses. They can quickly burrow in the ground using their huge, flat pincers.
Enemy type: beast
Max. HP: 40
Defence: 6
Magic defence: 4
Damage reduction: 2
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">DRAIN LIFE:</span> Grave scorpion's special attack heals it by the amount of damage dealt.
<span class = "heading">POISON:</span> Grave scorpion's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Necromancers are mages fascinated by death. They seek dark knowledge to prolong their own lives, end the lives of others, or both. No wonder they are almost universally feared and resented.
Enemy type: sentient
Max. HP: 50
Defence: 6
Magic defence: 7
Damage reduction: 3
<span class = "heading">HEAL (2):</span> Can restore part of their HP twice per combat.
<span class = "heading">POISON:</span> Necromancer's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Necromancer can weaken their opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "dungeonroomcontent">>
<<assignroomdescriptions>>
<<set $dungeon1rooms to ["enemy", "enemy", "enemy", "enemy", "enemy", "trap", "trap", "secretroom"]>>
<<set $dungeon1Acontent to $dungeon1rooms.pluck()>>
<<if $dungeon1Acontent == "enemy">><<set $dungeon1Aenemy to $dungeon1.enemies.pluck()>><<set $dungeon1Anotcleared to true>>
<<elseif $dungeon1Acontent == "trap">><<set $dungeon1Atrap to $dungeon1.traps.random()>><<set $dungeon1Anotcleared to true>>
<<else>><</if>>
<<set $dungeon1Bcontent to $dungeon1rooms.pluck()>>
<<if $dungeon1Bcontent == "enemy">><<set $dungeon1Benemy to $dungeon1.enemies.pluck()>><<set $dungeon1Bnotcleared to true>>
<<elseif $dungeon1Bcontent == "trap">><<set $dungeon1Btrap to $dungeon1.traps.random()>><<set $dungeon1Bnotcleared to true>>
<<else>><</if>>
<<set $dungeon1Ccontent to $dungeon1rooms.pluck()>>
<<if $dungeon1Ccontent == "enemy">><<set $dungeon1Cenemy to $dungeon1.enemies.pluck()>><<set $dungeon1Cnotcleared to true>>
<<elseif $dungeon1Ccontent == "trap">><<set $dungeon1Ctrap to $dungeon1.traps.random()>><<set $dungeon1Cnotcleared to true>>
<<else>><</if>>
<<set $dungeon1Dcontent to $dungeon1rooms.pluck()>>
<<if $dungeon1Dcontent == "enemy">><<set $dungeon1Denemy to $dungeon1.enemies.pluck()>><<set $dungeon1Dnotcleared to true>>
<<elseif $dungeon1Dcontent == "trap">><<set $dungeon1Dtrap to $dungeon1.traps.random()>><<set $dungeon1Dnotcleared to true>>
<<else>><</if>>
<<set $dungeon1Econtent to $dungeon1rooms.pluck()>>
<<if $dungeon1Econtent == "enemy">><<set $dungeon1Eenemy to $dungeon1.enemies.pluck()>><<set $dungeon1Enotcleared to true>>
<<elseif $dungeon1Econtent == "trap">><<set $dungeon1Etrap to $dungeon1.traps.random()>><<set $dungeon1Enotcleared to true>>
<<else>><</if>>
<<set $dungeon1Fcontent to $dungeon1rooms.pluck()>>
<<if $dungeon1Fcontent == "enemy">><<set $dungeon1Fenemy to $dungeon1.enemies.pluck()>><<set $dungeon1Fnotcleared to true>>
<<elseif $dungeon1Fcontent == "trap">><<set $dungeon1Ftrap to $dungeon1.traps.random()>><<set $dungeon1Fnotcleared to true>>
<<else>><</if>>
<<set $dungeon1Hnotcleared to true>>
<<set $dungeon1bosstreasurenottaken to true>>
<<set $dungeon2rooms to ["enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "trap", "trap", "trap", "secretroom"]>>
<<set $dungeon2Acontent to $dungeon2rooms.pluck()>>
<<if $dungeon2Acontent == "enemy">><<set $dungeon2Aenemy to $dungeon2.enemies.pluck()>><<set $dungeon2Anotcleared to true>>
<<elseif $dungeon2Acontent == "trap">><<set $dungeon2Atrap to $dungeon2.traps.random()>><<set $dungeon2Anotcleared to true>>
<<else>><</if>>
<<set $dungeon2Bcontent to $dungeon2rooms.pluck()>>
<<if $dungeon2Bcontent == "enemy">><<set $dungeon2Benemy to $dungeon2.enemies.pluck()>><<set $dungeon2Bnotcleared to true>>
<<elseif $dungeon2Bcontent == "trap">><<set $dungeon2Btrap to $dungeon2.traps.random()>><<set $dungeon2Bnotcleared to true>>
<<else>><</if>>
<<set $dungeon2Ccontent to $dungeon2rooms.pluck()>>
<<if $dungeon2Ccontent == "enemy">><<set $dungeon2Cenemy to $dungeon2.enemies.pluck()>><<set $dungeon2Cnotcleared to true>>
<<elseif $dungeon2Ccontent == "trap">><<set $dungeon2Ctrap to $dungeon2.traps.random()>><<set $dungeon2Cnotcleared to true>>
<<else>><</if>>
<<set $dungeon2Dcontent to $dungeon2rooms.pluck()>>
<<if $dungeon2Dcontent == "enemy">><<set $dungeon2Denemy to $dungeon2.enemies.pluck()>><<set $dungeon2Dnotcleared to true>>
<<elseif $dungeon2Dcontent == "trap">><<set $dungeon2Dtrap to $dungeon2.traps.random()>><<set $dungeon2Dnotcleared to true>>
<<else>><</if>>
<<set $dungeon2Econtent to $dungeon2rooms.pluck()>>
<<if $dungeon2Econtent == "enemy">><<set $dungeon2Eenemy to $dungeon2.enemies.pluck()>><<set $dungeon2Enotcleared to true>>
<<elseif $dungeon2Econtent == "trap">><<set $dungeon2Etrap to $dungeon2.traps.random()>><<set $dungeon2Enotcleared to true>>
<<else>><</if>>
<<set $dungeon2Fcontent to $dungeon2rooms.pluck()>>
<<if $dungeon2Fcontent == "enemy">><<set $dungeon2Fenemy to $dungeon2.enemies.pluck()>><<set $dungeon2Fnotcleared to true>>
<<elseif $dungeon2Fcontent == "trap">><<set $dungeon2Ftrap to $dungeon2.traps.random()>><<set $dungeon2Fnotcleared to true>>
<<else>><</if>>
<<set $dungeon2Gcontent to $dungeon2rooms.pluck()>>
<<if $dungeon2Gcontent == "enemy">><<set $dungeon2Genemy to $dungeon2.enemies.pluck()>><<set $dungeon2Gnotcleared to true>>
<<elseif $dungeon2Gcontent == "trap">><<set $dungeon2Gtrap to $dungeon2.traps.random()>><<set $dungeon2Gnotcleared to true>>
<<else>><</if>>
<<set $dungeon2Inotcleared to true>>
<<set $dungeon2bosstreasurenottaken to true>>
<<set $dungeon3rooms to ["enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "trap", "trap", "trap", "secretroom"]>>
<<set $dungeon3Acontent to $dungeon3rooms.pluck()>>
<<if $dungeon3Acontent == "enemy">><<set $dungeon3Aenemy to $dungeon3.enemies.pluck()>><<set $dungeon3Anotcleared to true>>
<<elseif $dungeon3Acontent == "trap">><<set $dungeon3Atrap to $dungeon3.traps.random()>><<set $dungeon3Anotcleared to true>>
<<else>><</if>>
<<set $dungeon3Ccontent to $dungeon3rooms.pluck()>>
<<if $dungeon3Ccontent == "enemy">><<set $dungeon3Cenemy to $dungeon3.enemies.pluck()>><<set $dungeon3Cnotcleared to true>>
<<elseif $dungeon3Ccontent == "trap">><<set $dungeon3Ctrap to $dungeon3.traps.random()>><<set $dungeon3Ctruecleared to true>>
<<else>><</if>>
<<set $dungeon3Dcontent to $dungeon3rooms.pluck()>>
<<if $dungeon3Dcontent == "enemy">><<set $dungeon3Denemy to $dungeon3.enemies.pluck()>><<set $dungeon3Dnotcleared to true>>
<<elseif $dungeon3Dcontent == "trap">><<set $dungeon3Dtrap to $dungeon3.traps.random()>><<set $dungeon3Dnotcleared to true>>
<<else>><</if>>
<<set $dungeon3Econtent to $dungeon3rooms.pluck()>>
<<if $dungeon3Econtent == "enemy">><<set $dungeon3Eenemy to $dungeon3.enemies.pluck()>><<set $dungeon3Enotcleared to true>>
<<elseif $dungeon3Econtent == "trap">><<set $dungeon3Etrap to $dungeon3.traps.random()>><<set $dungeon3Enotcleared to true>>
<<else>><</if>>
<<set $dungeon3Fcontent to $dungeon3rooms.pluck()>>
<<if $dungeon3Fcontent == "enemy">><<set $dungeon3Fenemy to $dungeon3.enemies.pluck()>><<set $dungeon3Fnotcleared to true>>
<<elseif $dungeon3Fcontent == "trap">><<set $dungeon3Ftrap to $dungeon3.traps.random()>><<set $dungeon3Fnotcleared to true>>
<<else>><</if>>
<<set $dungeon3Gcontent to $dungeon3rooms.pluck()>>
<<if $dungeon3Gcontent == "enemy">><<set $dungeon3Genemy to $dungeon3.enemies.pluck()>><<set $dungeon3Gnotcleared to true>>
<<elseif $dungeon3Gcontent == "trap">><<set $dungeon3Gtrap to $dungeon3.traps.random()>><<set $dungeon3Gnotcleared to true>>
<<else>><</if>>
<<set $dungeon3Hcontent to $dungeon3rooms.pluck()>>
<<if $dungeon3Hcontent == "enemy">><<set $dungeon3Henemy to $dungeon3.enemies.pluck()>><<set $dungeon3Hnotcleared to true>>
<<elseif $dungeon3Hcontent == "trap">><<set $dungeon3Htrap to $dungeon3.traps.random()>><<set $dungeon3Hnotcleared to true>>
<<else>><</if>>
<<set $dungeon3Icontent to $dungeon3rooms.pluck()>>
<<if $dungeon3Icontent == "enemy">><<set $dungeon3Ienemy to $dungeon3.enemies.pluck()>><<set $dungeon3Inotcleared to true>>
<<elseif $dungeon3Icontent == "trap">><<set $dungeon3Itrap to $dungeon3.traps.random()>><<set $dungeon3Inotcleared to true>>
<<else>><</if>>
<<set $dungeon3Jnotcleared to true>>
<<set $dungeon3bosstreasurenottaken to true>>
<<set $dungeon4rooms to ["enemy", "enemy", "enemy", "enemy", "enemy", "trap", "trap", "trap", "trap", "secretroom"]>>
<<set $dungeon4Acontent to $dungeon4rooms.pluck()>>
<<if $dungeon4Acontent == "enemy">><<set $dungeon4Aenemy to $dungeon4.enemies.pluck()>><<set $dungeon4Anotcleared to true>>
<<elseif $dungeon4Acontent == "trap">><<set $dungeon4Atrap to $dungeon4.traps.random()>><<set $dungeon4Anotcleared to true>>
<<else>><</if>>
<<set $dungeon4Bcontent to $dungeon4rooms.pluck()>>
<<if $dungeon4Bcontent == "enemy">><<set $dungeon4Benemy to $dungeon4.enemies.pluck()>><<set $dungeon4Bnotcleared to true>>
<<elseif $dungeon4Bcontent == "trap">><<set $dungeon4Btrap to $dungeon4.traps.random()>><<set $dungeon4Bnotcleared to true>>
<<else>><</if>>
<<set $dungeon4Ccontent to $dungeon4rooms.pluck()>>
<<if $dungeon4Ccontent == "enemy">><<set $dungeon4Cenemy to $dungeon4.enemies.pluck()>><<set $dungeon4Cnotcleared to true>>
<<elseif $dungeon4Ccontent == "trap">><<set $dungeon4Ctrap to $dungeon4.traps.random()>><<set $dungeon4Cnotcleared to true>>
<<else>><</if>>
<<set $dungeon4Dcontent to $dungeon4rooms.pluck()>>
<<if $dungeon4Dcontent == "enemy">><<set $dungeon4Denemy to $dungeon4.enemies.pluck()>><<set $dungeon4Dnotcleared to true>>
<<elseif $dungeon4Dcontent == "trap">><<set $dungeon4Dtrap to $dungeon4.traps.random()>><<set $dungeon4Dnotcleared to true>>
<<else>><</if>>
<<set $dungeon4Econtent to $dungeon4rooms.pluck()>>
<<if $dungeon4Econtent == "enemy">><<set $dungeon4Eenemy to $dungeon4.enemies.pluck()>><<set $dungeon4Enotcleared to true>>
<<elseif $dungeon4Econtent == "trap">><<set $dungeon4Etrap to $dungeon4.traps.random()>><<set $dungeon4Enotcleared to true>>
<<else>><</if>>
<<set $dungeon4Fcontent to $dungeon4rooms.pluck()>>
<<if $dungeon4Fcontent == "enemy">><<set $dungeon4Fenemy to $dungeon4.enemies.pluck()>><<set $dungeon4Fnotcleared to true>>
<<elseif $dungeon4Fcontent == "trap">><<set $dungeon4Ftrap to $dungeon4.traps.random()>><<set $dungeon4Fnotcleared to true>>
<<else>><</if>>
<<set $dungeon4Gcontent to $dungeon4rooms.pluck()>>
<<if $dungeon4Gcontent == "enemy">><<set $dungeon4Genemy to $dungeon4.enemies.pluck()>><<set $dungeon4Gnotcleared to true>>
<<elseif $dungeon4Gcontent == "trap">><<set $dungeon4Gtrap to $dungeon4.traps.random()>><<set $dungeon4Gnotcleared to true>>
<<else>><</if>>
<<set $dungeon4Hcontent to $dungeon4rooms.pluck()>>
<<if $dungeon4Hcontent == "enemy">><<set $dungeon4Henemy to $dungeon4.enemies.pluck()>><<set $dungeon4Hnotcleared to true>>
<<elseif $dungeon4Hcontent == "trap">><<set $dungeon4Htrap to $dungeon4.traps.random()>><<set $dungeon4Hnotcleared to true>>
<<else>><</if>>
<<set $dungeon4Jnotcleared to true>>
<<set $dungeon4bosstreasurenottaken to true>>
<<set $dungeon5rooms to ["enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "trap", "trap", "trap", "trap", "trap", "secretroom", "deadscholar"]>>
<<set $dungeon5Acontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Acontent == "enemy">><<set $dungeon5Aenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Anotcleared to true>>
<<elseif $dungeon5Acontent == "trap">><<set $dungeon5Atrap to $dungeon5.traps.random()>><<set $dungeon5Anotcleared to true>>
<<else>><</if>>
<<set $dungeon5Bcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Bcontent == "enemy">><<set $dungeon5Benemy to $dungeon5.enemies.pluck()>><<set $dungeon5Bnotcleared to true>>
<<elseif $dungeon5Bcontent == "trap">><<set $dungeon5Btrap to $dungeon5.traps.random()>><<set $dungeon5Bnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Ccontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Ccontent == "enemy">><<set $dungeon5Cenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Cnotcleared to true>>
<<elseif $dungeon5Ccontent == "trap">><<set $dungeon5Ctrap to $dungeon5.traps.random()>><<set $dungeon5Cnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Dcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Dcontent == "enemy">><<set $dungeon5Denemy to $dungeon5.enemies.pluck()>><<set $dungeon5Dnotcleared to true>>
<<elseif $dungeon5Dcontent == "trap">><<set $dungeon5Dtrap to $dungeon5.traps.random()>><<set $dungeon5Dnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Econtent to $dungeon5rooms.pluck()>>
<<if $dungeon5Econtent == "enemy">><<set $dungeon5Eenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Enotcleared to true>>
<<elseif $dungeon5Econtent == "trap">><<set $dungeon5Etrap to $dungeon5.traps.random()>><<set $dungeon5Enotcleared to true>>
<<else>><</if>>
<<set $dungeon5Fcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Fcontent == "enemy">><<set $dungeon5Fenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Fnotcleared to true>>
<<elseif $dungeon5Fcontent == "trap">><<set $dungeon5Ftrap to $dungeon5.traps.random()>><<set $dungeon5Fnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Gcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Gcontent == "enemy">><<set $dungeon5Genemy to $dungeon5.enemies.pluck()>><<set $dungeon5Gnotcleared to true>>
<<elseif $dungeon5Gcontent == "trap">><<set $dungeon5Gtrap to $dungeon5.traps.random()>><<set $dungeon5Gnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Jcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Jcontent == "enemy">><<set $dungeon5Jenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Jnotcleared to true>>
<<elseif $dungeon5Jcontent == "trap">><<set $dungeon5Jtrap to $dungeon5.traps.random()>><<set $dungeon5Jnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Kcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Kcontent == "enemy">><<set $dungeon5Kenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Knotcleared to true>>
<<elseif $dungeon5Kcontent == "trap">><<set $dungeon5Ktrap to $dungeon5.traps.random()>><<set $dungeon5Knotcleared to true>>
<<else>><</if>>
<<set $dungeon5Lcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Lcontent == "enemy">><<set $dungeon5Lenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Lnotcleared to true>>
<<elseif $dungeon5Lcontent == "trap">><<set $dungeon5Ltrap to $dungeon5.traps.random()>><<set $dungeon5Lnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Mcontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Mcontent == "enemy">><<set $dungeon5Menemy to $dungeon5.enemies.pluck()>><<set $dungeon5Mnotcleared to true>>
<<elseif $dungeon5Mcontent == "trap">><<set $dungeon5Mtrap to $dungeon5.traps.random()>><<set $dungeon5Mnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Ncontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Ncontent == "enemy">><<set $dungeon5Nenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Nnotcleared to true>>
<<elseif $dungeon5Ncontent == "trap">><<set $dungeon5Ntrap to $dungeon5.traps.random()>><<set $dungeon5Nnotcleared to true>>
<<else>><</if>>
<<set $dungeon5Ocontent to $dungeon5rooms.pluck()>>
<<if $dungeon5Ocontent == "enemy">><<set $dungeon5Oenemy to $dungeon5.enemies.pluck()>><<set $dungeon5Onotcleared to true>>
<<elseif $dungeon5Ocontent == "trap">><<set $dungeon5Otrap to $dungeon5.traps.random()>><<set $dungeon5Onotcleared to true>>
<<else>><</if>>
<<set $dungeon5Hnotcleared to true>>
<<set $dungeon5bosstreasurenottaken to true>>
<<set $dungeon6rooms to ["enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "enemy", "trap", "trap", "trap", "trap", "trap", "secretroom"]>>
<<set $dungeon6Ccontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Ccontent == "enemy">><<set $dungeon6Cenemy to $dungeon5.enemies.pluck()>><<set $dungeon6Cnotcleared to true>>
<<elseif $dungeon6Ccontent == "trap">><<set $dungeon6Ctrap to $dungeon5.traps.random()>><<set $dungeon6Cnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Dcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Dcontent == "enemy">><<set $dungeon6Denemy to $dungeon6.enemies.pluck()>><<set $dungeon6Dnotcleared to true>>
<<elseif $dungeon6Dcontent == "trap">><<set $dungeon6Dtrap to $dungeon6.traps.random()>><<set $dungeon6Dnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Econtent to $dungeon6rooms.pluck()>>
<<if $dungeon6Econtent == "enemy">><<set $dungeon6Eenemy to $dungeon6.enemies.pluck()>><<set $dungeon6Enotcleared to true>>
<<elseif $dungeon6Econtent == "trap">><<set $dungeon6Etrap to $dungeon6.traps.random()>><<set $dungeon6Enotcleared to true>>
<<else>><</if>>
<<set $dungeon6Fcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Fcontent == "enemy">><<set $dungeon6Fenemy to $dungeon6.enemies.pluck()>><<set $dungeon6Fnotcleared to true>>
<<elseif $dungeon6Fcontent == "trap">><<set $dungeon6Ftrap to $dungeon6.traps.random()>><<set $dungeon6Fnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Gcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Gcontent == "enemy">><<set $dungeon6Genemy to $dungeon6.enemies.pluck()>><<set $dungeon6Gnotcleared to true>>
<<elseif $dungeon6Gcontent == "trap">><<set $dungeon6Gtrap to $dungeon6.traps.random()>><<set $dungeon6Gnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Hcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Hcontent == "enemy">><<set $dungeon6Henemy to $dungeon6.enemies.pluck()>><<set $dungeon6Hnotcleared to true>>
<<elseif $dungeon6Hcontent == "trap">><<set $dungeon6Htrap to $dungeon6.traps.random()>><<set $dungeon6Hnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Icontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Icontent == "enemy">><<set $dungeon6Ienemy to $dungeon6.enemies.pluck()>><<set $dungeon6Inotcleared to true>>
<<elseif $dungeon6Icontent == "trap">><<set $dungeon6Itrap to $dungeon6.traps.random()>><<set $dungeon6Inotcleared to true>>
<<else>><</if>>
<<set $dungeon6Jcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Jcontent == "enemy">><<set $dungeon6Jenemy to $dungeon6.enemies.pluck()>><<set $dungeon6Jnotcleared to true>>
<<elseif $dungeon6Jcontent == "trap">><<set $dungeon6Jtrap to $dungeon6.traps.random()>><<set $dungeon6Jnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Kcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Kcontent == "enemy">><<set $dungeon6Kenemy to $dungeon6.enemies.pluck()>><<set $dungeon6Knotcleared to true>>
<<elseif $dungeon6Kcontent == "trap">><<set $dungeon6Ktrap to $dungeon6.traps.random()>><<set $dungeon6Knotcleared to true>>
<<else>><</if>>
<<set $dungeon6Lcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Lcontent == "enemy">><<set $dungeon6Lenemy to $dungeon6.enemies.pluck()>><<set $dungeon6Lnotcleared to true>>
<<elseif $dungeon6Lcontent == "trap">><<set $dungeon6Ltrap to $dungeon6.traps.random()>><<set $dungeon6Lnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Mcontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Mcontent == "enemy">><<set $dungeon6Menemy to $dungeon6.enemies.pluck()>><<set $dungeon6Mnotcleared to true>>
<<elseif $dungeon6Mcontent == "trap">><<set $dungeon6Mtrap to $dungeon6.traps.random()>><<set $dungeon6Mnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Ncontent to $dungeon6rooms.pluck()>>
<<if $dungeon6Ncontent == "enemy">><<set $dungeon6Nenemy to $dungeon6.enemies.pluck()>><<set $dungeon6Nnotcleared to true>>
<<elseif $dungeon6Ncontent == "trap">><<set $dungeon6Ntrap to $dungeon6.traps.random()>><<set $dungeon6Nnotcleared to true>>
<<else>><</if>>
<<set $dungeon6Anotcleared to true>>
<<set $dungeon6bosstreasurenottaken to true>>
<<set $dragonislandAnotcleared to true>>
<<set $dragonislandBnotcleared to true>>
<<set $dragonislandCnotcleared to true>>
<<set $dragonislandDnotcleared to true>>
<<set $dragonislandEnotcleared to true>>
<<set $dragonislandFnotcleared to true>>
<<set $dragonislandGnotcleared to true>>
<<set $dragonislandHnotcleared to true>>
<<set $dragonislandInotcleared to true>>
<</widget>>
<<widget "cleardungeonroom">>
<<if $currentdungeonroom.name == "dungeon1A">><<unset $dungeon1Anotcleared>>
<<elseif $currentdungeonroom.name == "dungeon1B">><<unset $dungeon1Bnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon1C">><<unset $dungeon1Cnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon1D">><<unset $dungeon1Dnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon1E">><<unset $dungeon1Enotcleared>>
<<elseif $currentdungeonroom.name == "dungeon1F">><<unset $dungeon1Fnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon1H">><<unset $dungeon1Hnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2A">><<unset $dungeon2Anotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2B">><<unset $dungeon2Bnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2C">><<unset $dungeon2Cnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2D">><<unset $dungeon2Dnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2E">><<unset $dungeon2Enotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2F">><<unset $dungeon2Fnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2G">><<unset $dungeon2Gnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon2I">><<unset $dungeon2Inotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3A">><<unset $dungeon3Anotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3C">><<unset $dungeon3Cnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3D">><<unset $dungeon3Dnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3E">><<unset $dungeon3Enotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3F">><<unset $dungeon3Fnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3G">><<unset $dungeon3Gnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3H">><<unset $dungeon3Hnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3I">><<unset $dungeon3Inotcleared>>
<<elseif $currentdungeonroom.name == "dungeon3J">><<unset $dungeon3Jnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4A">><<unset $dungeon4Anotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4B">><<unset $dungeon4Bnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4C">><<unset $dungeon4Cnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4D">><<unset $dungeon4Dnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4E">><<unset $dungeon4Enotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4F">><<unset $dungeon4Fnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4G">><<unset $dungeon4Gnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4H">><<unset $dungeon4Hnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon4J">><<unset $dungeon4Jnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5A">><<unset $dungeon5Anotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5B">><<unset $dungeon5Bnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5C">><<unset $dungeon5Cnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5D">><<unset $dungeon5Dnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5E">><<unset $dungeon5Enotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5F">><<unset $dungeon5Fnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5G">><<unset $dungeon5Gnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5H">><<unset $dungeon5Hnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5J">><<unset $dungeon5Jnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5K">><<unset $dungeon5Knotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5L">><<unset $dungeon5Lnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5M">><<unset $dungeon5Mnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5N">><<unset $dungeon5Nnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon5O">><<unset $dungeon5Onotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6A">><<unset $dungeon6Anotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6C">><<unset $dungeon6Cnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6D">><<unset $dungeon6Dnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6E">><<unset $dungeon6Enotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6F">><<unset $dungeon6Fnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6G">><<unset $dungeon6Gnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6H">><<unset $dungeon6Hnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6I">><<unset $dungeon6Inotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6J">><<unset $dungeon6Jnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6K">><<unset $dungeon6Knotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6L">><<unset $dungeon6Lnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6M">><<unset $dungeon6Mnotcleared>>
<<elseif $currentdungeonroom.name == "dungeon6N">><<unset $dungeon6Nnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandA">><<unset $dragonislandAnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandB">><<unset $dragonislandBnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandC">><<unset $dragonislandCnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandD">><<unset $dragonislandDnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandE">><<unset $dragonislandEnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandF">><<unset $dragonislandFnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandG">><<unset $dragonislandGnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandH">><<unset $dragonislandHnotcleared>>
<<elseif $currentdungeonroom.name == "dragonislandI">><<unset $dragonislandInotcleared>>
<</if>>
<</widget>>
<<widget "assignroomdescriptions">>
<<if $dungeon1.type == "crypt">><<set $dungeon1roomdesc to clone(setup.cryptrooms)>>
<<elseif $dungeon1.type == "cave">><<set $dungeon1roomdesc to clone(setup.caverooms)>>
<<elseif $dungeon1.type == "ruins">><<set $dungeon1roomdesc to clone(setup.ruinrooms)>>
<</if>>
<<set $dungeon1Adesc to $dungeon1roomdesc.pluck()>>
<<set $dungeon1Bdesc to $dungeon1roomdesc.pluck()>>
<<set $dungeon1Cdesc to $dungeon1roomdesc.pluck()>>
<<set $dungeon1Ddesc to $dungeon1roomdesc.pluck()>>
<<set $dungeon1Edesc to $dungeon1roomdesc.pluck()>>
<<set $dungeon1Fdesc to $dungeon1roomdesc.pluck()>>
<<set $dungeon1Gdesc to $dungeon1roomdesc.pluck()>>
<<if $dungeon2.type == "crypt">><<set $dungeon2roomdesc to clone(setup.cryptrooms)>>
<<elseif $dungeon2.type == "cave">><<set $dungeon2roomdesc to clone(setup.caverooms)>>
<<elseif $dungeon2.type == "ruins">><<set $dungeon2roomdesc to clone(setup.ruinrooms)>>
<</if>>
<<set $dungeon2Adesc to $dungeon2roomdesc.pluck()>>
<<set $dungeon2Bdesc to $dungeon2roomdesc.pluck()>>
<<set $dungeon2Cdesc to $dungeon2roomdesc.pluck()>>
<<set $dungeon2Ddesc to $dungeon2roomdesc.pluck()>>
<<set $dungeon2Edesc to $dungeon2roomdesc.pluck()>>
<<set $dungeon2Fdesc to $dungeon2roomdesc.pluck()>>
<<set $dungeon2Gdesc to $dungeon2roomdesc.pluck()>>
<<set $dungeon2Hdesc to $dungeon2roomdesc.pluck()>>
<<if $dungeon3.type == "crypt">><<set $dungeon3roomdesc to clone(setup.cryptrooms)>>
<<elseif $dungeon3.type == "cave">><<set $dungeon3roomdesc to clone(setup.caverooms)>>
<<elseif $dungeon3.type == "ruins">><<set $dungeon3roomdesc to clone(setup.ruinrooms)>>
<</if>>
<<set $dungeon3Adesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Bdesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Cdesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Ddesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Edesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Fdesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Gdesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Hdesc to $dungeon3roomdesc.pluck()>>
<<set $dungeon3Idesc to $dungeon3roomdesc.pluck()>>
<<if $dungeon4.type == "crypt">><<set $dungeon4roomdesc to clone(setup.cryptrooms)>>
<<elseif $dungeon4.type == "cave">><<set $dungeon4roomdesc to clone(setup.caverooms)>>
<<elseif $dungeon4.type == "ruins">><<set $dungeon4roomdesc to clone(setup.ruinrooms)>>
<</if>>
<<set $dungeon4Adesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Bdesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Cdesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Ddesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Edesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Fdesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Gdesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Hdesc to $dungeon4roomdesc.pluck()>>
<<set $dungeon4Idesc to $dungeon4roomdesc.pluck()>>
<<if $dungeon5.type == "crypt">><<set $dungeon5roomdesc to clone(setup.cryptrooms)>>
<<elseif $dungeon5.type == "cave">><<set $dungeon5roomdesc to clone(setup.caverooms)>>
<<elseif $dungeon5.type == "ruins">><<set $dungeon5roomdesc to clone(setup.ruinrooms)>>
<</if>>
<<set $dungeon5Adesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Bdesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Cdesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Ddesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Edesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Fdesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Gdesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Idesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Jdesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Kdesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Ldesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Mdesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Ndesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon5Odesc to $dungeon5roomdesc.pluck()>>
<<set $dungeon6roomdesc to clone(setup.ruinrooms)>>
<<set $dungeon6Bdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Cdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Ddesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Edesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Fdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Gdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Hdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Idesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Jdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Kdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Ldesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Mdesc to $dungeon6roomdesc.pluck()>>
<<set $dungeon6Ndesc to $dungeon6roomdesc.pluck()>>
<</widget>>
<<widget "dungeonfight">>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $currentenemy>><<set $enemyhp to $enemy.maxhp>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $currentenemy>><<set $enemyhp to $enemy.maxhp>><</link>><</if>>\
<</widget>>
<<widget "dungeonbossfight">>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $currentenemy>><<set $enemyhp to $enemy.maxhp>><<set $enemy.bribe to 0>><<set $enemy.intimidatediff to 0>><<set $enemy.diplomacydiff to 0>><<set $enemy.tamediff to 0>>
<<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $currentenemy>><<set $enemyhp to $enemy.maxhp>><</link>><</if>>\
<</widget>><div class = "popup">This colossal, grey-skinned monster with huge black horns emerges from its lair once every ten or so years. It walks on two stocky legs and uses its massive arms and long claws to tear its victims into shreds – unless it decides to swallow them whole. The Goliath flies into destructive rage when wounded, becoming even more dangerous. As if this wasn't enough, the monster can shoot beams of lightning from its mouth, which lead some to believe it was created by a sinister magic experiment.
Enemy type: legendary
Max. HP: 200
Defence: 7
Magic defence: 8
Damage reduction: 5
<span class = "heading">FURY:</span> When Goliath's HP falls below 25%, it flies into a destructive rage; all damage it deals is doubled.
<span class = "heading">LIGHTNING RESISTANCE:</span> Goliath only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> Goliath has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> Goliath's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> Goliath can fortify itself.
<span class = "heading">DEVOUR:</span> Goliath has a chance of devouring the hero's ally, killing them permanently.</div>
<a class="link-internal ui-close">Close</a><<widget "dragon">>
<<set setup.dragon to {
type:"legendary",
maxhp:200,
mindamage:7,
maxdamage:18,
minpowerdamage:20,
maxpowerdamage:35,
minpowerdamage2:15,
maxpowerdamage2:25,
damagetype:"physical",
specialdamagetype:"fire",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:true,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:5,
specialattack2bonus:1,
defense:7,
escapediff:6,
dr:6,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:true,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:4,
poisonduration:0,
weakenduration:4,
fortifyduration:4,
stunduration:2,
minburndamage:8,
maxburndamage:14,
poisondamage:0,
maxcooldown:6,
mincooldown:3,
maxcooldown2:7,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:true,
special2fortify:false,
specialplayeraction:"",
name:"the dragon",
namecapitalised:"The dragon",
namefullcaps:"DRAGON",
nameundetermined:"a dragon",
nulldamagemessage:"but the dragon's tough scales protect it from any damage",
playermissmessage:["you miss"],
deathmessage:"The mighty dragon collapses, dead, shaking the ground.",
attackallmessages:["The dragon rends you with its claws", "The dragon breathes fire at you"],
attacknormalmessage:["The dragon rends you with its claws", "The dragon bites you"],
attackflyingmessage:["The dragon breathes fire at you", "The dragon spits flames at you"],
cantreachmessage:[],
specialattackmessage:"The dragon breathes out a giant ball of fire and engulfs you in flames",
specialattack2message:"The dragon smashes you with its powerful tail",
healmessage:"",
devourmessage:"The dragon crushes your unfortunate ally in its maw and devours them whole.",
playerdrainmessage:"the life force of the dragon",
intromessage:["A mighty dragon attacks you!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>><<widget "devourer">>
<<set setup.devourer to {
type:"legendary",
maxhp:250,
mindamage:5,
maxdamage:15,
minpowerdamage:18,
maxpowerdamage:28,
minpowerdamage2:5,
maxpowerdamage2:15,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:true,
maxhealcharges:5,
healmin:50,
healmax:50,
attackbonus:3,
specialattackbonus:3,
specialattack2bonus:4,
defense:6,
escapediff:5,
dr:5,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:false,
stunimmunity:true,
weakenimmunity:false,
poisonimmunity:true,
large:true,
flying:false,
devouring:true,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:3,
weakenduration:3,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:10,
maxcooldown:7,
mincooldown:4,
maxcooldown2:4,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"Burn one of the slimed goblins",
name:"the Devourer",
namecapitalised:"The Devourer",
namefullcaps:"THE DEVOURER",
nameundetermined:"",
nulldamagemessage:"but the Devourer's tough skin protects it from any damage",
playermissmessage:["you miss"],
deathmessage:"The mortally wounded Devourer emits a horrifying shriek.",
attackallmessages:["The Devourer slashes you with the spines on its tentacle", "The Devourer hits you with a tentacle", "The Devourer reaches you with its spiny tentacle", "The Devourer shoots bone spikes out of its gaping mouth"],
attacknormalmessage:["The Devourer slashes you with the spines on its tentacle", "The Devourer hits you with a tentacle"],
attackflyingmessage:["The Devourer reaches you with its spiny tentacle", "The Devourer shoots bone spikes out of its gaping mouth"],
cantreachmessage:[],
specialattackmessage:"The Devourer whips several tentacles at you",
specialattack2message:"The Devourer vomits digestive juices at you",
healmessage:"The Devourer grabs and consumes one of the slimed goblins,",
devourmessage:"The Devourer grabs your unfortunate ally with a tentacle and slowly drags them closer. They struggle for a brief moment before disappearing in one of the monster's salivating mouths.",
playerdrainmessage:"the life force of the Devourer",
intromessage:["You face the Devourer – a horrifying black mass of spiny tentacles and gaping mouths!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>><<widget "avatar">>
<<set setup.avatar to {
type:"legendary",
maxhp:130,
mindamage:10,
maxdamage:18,
minpowerdamage:20,
maxpowerdamage:30,
minpowerdamage2:5,
maxpowerdamage2:15,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:5,
specialattackbonus:5,
specialattack2bonus:0,
defense:7,
escapediff:6,
dr:6,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:true,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:0,
weakenduration:3,
fortifyduration:3,
stunduration:1,
minburndamage:8,
maxburndamage:14,
poisondamage:0,
maxcooldown:7,
mincooldown:4,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:true,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the Avatar",
namecapitalised:"The Avatar",
namefullcaps:"AVATAR OF WRATH",
nameundetermined:"",
nulldamagemessage:"but the Avatar's armour protects it from any damage",
playermissmessage:["you miss", "the Avatar evades"],
deathmessage:"The Avatar of Doom has used all of its energy on desperate attacks.<br>Magic leaves its body, swirling in clouds of light.<br>The Avatar stumbles and collapses.",
attackallmessages:["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"],
attacknormalmessage:["The Avatar slashes its crystal sword at you", "The Avatar attacks with its sword"],
attackflyingmessage:["The Avatar waves its hand and sends silver spikes flying at you"],
cantreachmessage:[],
specialattackmessage:"The Avatar delivers a mighty blow",
specialattack2message:"The Avatar changes its form! The spikes disappear from its armour and are replaced by a glowing, opalescent membrane.",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy of the Avatar",
intromessage:["The Avatar – a giant humanoid in silver armour covered in spikes – stands before you!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>><<widget "goliath">>
<<set setup.goliath to {
type:"legendary",
maxhp:200,
mindamage:10,
maxdamage:16,
minpowerdamage:24,
maxpowerdamage:32,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"lightning",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:5,
specialattack2bonus:5,
defense:7,
escapediff:6,
dr:5,
drignore:0,
magicdefense:8,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:true,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:5,
stunduration:2,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:8,
mincooldown:6,
maxcooldown2:9,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:true,
special2fortify:true,
specialplayeraction:"Signal the Hunter",
name:"the Goliath",
namecapitalised:"The Goliath",
namefullcaps:"GOLIATH",
nameundetermined:"",
nulldamagemessage:"but the Goliath's leathery hide protects it from any damage",
playermissmessage:["you miss"],
deathmessage:"The colossal monster stumbles and collapses, dead.",
attackallmessages:["The Goliath throws a big chunk of rock at you", "The Goliath throws rocks at you", "The Goliath furiously slashes with its claws", "The Goliath attacks with its claws", "The Goliath stomps on you"],
attacknormalmessage:["The Goliath furiously slashes with its claws", "The Goliath attacks with its claws", "The Goliath stomps on you"],
attackflyingmessage:["The Goliath throws a big chunk of rock at you", "The Goliath throws rocks at you"],
cantreachmessage:[],
specialattackmessage:"The Goliath shoots a massive beam of lightning out of its mouth",
specialattack2message:"The Goliath bellows, shaking the ground",
healmessage:"",
devourmessage:"The Goliath picks up your hapless ally and swallows them in a single gulp.",
playerdrainmessage:"the life force of the Goliath",
intromessage:["You face the Goliath – a two-legged beast the size of a house!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>> <<widget "giantrat">>
<<set setup.giantrat to {
type:"beast",
maxhp:10,
mindamage:1,
maxdamage:4,
minpowerdamage:3,
maxpowerdamage:8,
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:1,
specialattack2bonus:0,
defense:4,
escapediff:3,
dr:0,
drignore:0,
magicdefense:2,
diplomacydiff:0,
intimidatediff:4,
tamediff:5,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:5,
mincooldown2:4,
evading:true,
evademessage:"The giant rat dashed to the side to avoid the attack!",
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:"the giant rat",
namecapitalised:"The giant rat",
namefullcaps:"GIANT RAT",
nameundetermined:"a giant rat",
nulldamagemessage:"but the giant rat's thick fur protects it from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The giant rat drops down dead.",
attackallmessages:["The giant rat bites you", "The giant rat scratches you"],
attacknormalmessage:["The giant rat bites you", "The giant rat scratches you"],
attackflyingmessage:[],
cantreachmessage:["The giant rat tries to bite you, but can't reach you!"],
specialattackmessage:"The giant rat viciously snaps its teeth at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the giant rat",
intromessage:["You're attacked by an enormous brown rat!", "A giant brown rat scampers forward, baring its teeth at you!"],
codexdiff:1,
silver:0,
exp:30,
}>>
<</widget>><<widget "gravescorpion">>
<<set setup.gravescorpion to {
type:"beast",
maxhp:40,
mindamage:4,
maxdamage:9,
minpowerdamage:6,
maxpowerdamage:12,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:0,
defense:6,
escapediff:6,
dr:2,
drignore:0,
magicdefense:4,
diplomacydiff:0,
intimidatediff:6,
tamediff:10,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:4,
maxcooldown:5,
mincooldown:3,
maxcooldown2:5,
mincooldown2:3,
evading:true,
evademessage:"The grave scorpion quickly burrows, hiding from all attacks.",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:true,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:true,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the grave scorpion",
namecapitalised:"The grave scorpion",
namefullcaps:"GRAVE SCORPION",
nameundetermined:"a grave scorpion",
nulldamagemessage:"but the grave scorpion's carapace protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The grave scorpion rolls onto its back and stops moving. It's clearly dead.",
attackallmessages:["The grave scorpion grabs you with its pincers", "The grave scorpion bites you", "The grave scorpion attacks with its pincers"],
attacknormalmessage:["The grave scorpion grabs you with its pincers", "The grave scorpion bites you", "The grave scorpion attacks with its pincers"],
attackflyingmessage:[""],
cantreachmessage:["The grave scorpion clicks its pincers in fury, but can't reach you!"],
specialattackmessage:"The scorpion stabs its blood-sucking stinger at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the scorpion",
intromessage:["You are attacked by a huge, pale scorpion with a needle-like stinger.", "A massive scorpion emerges from the ground!"],
codexdiff:1,
silver:0,
exp:150,
}>>
<</widget>><<widget "phantomspider">>
<<set setup.phantomspider to {
type:"beast",
maxhp:40,
mindamage:5,
maxdamage:8,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:0,
defense:8,
escapediff:6,
dr:1,
drignore:99,
magicdefense:8,
diplomacydiff:0,
intimidatediff:6,
tamediff:11,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
maxcooldown:5,
mincooldown:2,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the phantom spider",
namecapitalised:"The phantom spider",
namefullcaps:"PHANTOM SPIDER",
nameundetermined:"a phantom spider",
nulldamagemessage:"but the phantom spider's carapace protect it from any damage",
playermissmessage:["you miss", "$enemy.name phases through reality, avoiding your attack", "$enemy.name evades your attack"],
deathmessage:"The phantom spider collapses dead, now fully visible.",
attackallmessages:["The spider phases through reality to reach you with its piercing jaws", "The phantom spider bites you", "The spider disappears for a second as its invisible jaws bite you"],
attacknormalmessage:["The spider phases through reality to reach you with its piercing jaws", "The phantom spider bites you", "The spider disappears for a second as its invisible jaws bite you"],
attackflyingmessage:["The spider phases through reality to reach you with its piercing jaws", "The phantom spider bites you", "The spider disappears for a second as its invisible jaws bite you"],
cantreachmessage:[],
specialattackmessage:"The spider teleports rapidly several times and attacks you from all sides",
specialattack2message:"The phantom spider spits glowing venom at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the strange life energy of the phantom spider",
intromessage:["You are attacked by a huge white spider, whose image is constantly shifting and shimmering.", "A huge spider appears out of nowhere, angrily clicking its jaws!"],
codexdiff:1,
silver:0,
exp:200,
}>>
<</widget>><<widget "frailskeleton">>
<<set setup.frailskeleton to {
type:"mindless",
maxhp:18,
mindamage:2,
maxdamage:5,
minpowerdamage:5,
maxpowerdamage:10,
minpowerdamage2:5,
maxpowerdamage2:7,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:0,
specialattackbonus:1,
specialattack2bonus:0,
defense:4,
escapediff:3,
dr:1,
drignore:0,
magicdefense:3,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:false,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:1,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:6,
mincooldown2:5,
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:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the frail skeleton",
namecapitalised:"The frail skeleton",
namefullcaps:"FRAIL SKELETON",
nameundetermined:"a frail skeleton",
nulldamagemessage:"but the skeleton's bones absorb the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The skeleton crumbles into a heap of bones.",
attackallmessages:["The skeleton hits you", "The skeleton kicks you", "The skeleton headbutts you"],
attacknormalmessage:["The skeleton hits you", "The skeleton kicks you", "The skeleton headbutts you"],
attackflyingmessage:[],
cantreachmessage:["The skeleton tries to attack, but can't reach you."],
specialattackmessage:"The skeleton charges at you, wildly swinging its bony arms",
specialattack2message:"The skeleton tears at you with its grimy bone hands",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy animating the undead",
intromessage:["A clattering skeleton of a long-dead adventurer attacks you!", "You are attacked by an undead skeleton, frail and yellowed with age."],
codexdiff:1,
silver:50,
exp:40,
}>>
<</widget>><<widget "skeletonwarrior">>
<<set setup.skeletonwarrior to {
type:"mindless",
maxhp:35,
mindamage:3,
maxdamage:7,
minpowerdamage:8,
maxpowerdamage:14,
minpowerdamage2:6,
maxpowerdamage2:10,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:1,
defense:5,
escapediff:5,
dr:2,
drignore:0,
magicdefense:4,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:false,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:6,
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:true,
special2fortify:false,
specialplayeraction:"",
name:"the skeleton warrior",
namecapitalised:"The skeleton warrior",
namefullcaps:"SKELETON WARRIOR",
nameundetermined:"a skeleton warrior",
nulldamagemessage:"but the skeleton's bones absorb the damage",
playermissmessage:["you miss", "$enemy.name blocks the attack", "$enemy.name evades your attack"],
deathmessage:"The skeleton warrior crumbles into a heap of bones.",
attackallmessages:["The skeleton warrior swings its sword at you", "The skeleton attacks with its rusty sword", "The skeleton stabs with its sword"],
attacknormalmessage:["The skeleton warrior swings its sword at you", "The skeleton attacks with its rusty sword", "The skeleton stabs with its sword"],
attackflyingmessage:[],
cantreachmessage:["The skeleton warrior tries to attack, but can't reach you."],
specialattackmessage:"The skeleton deals a powerful blow with its sword",
specialattack2message:"The skeleton bashes you with its shield",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy animating the undead",
intromessage:["A skeleton of a warrior, armed with a shield and a rusty sword, attacks!", "You encounter a skeleton warrior, still armed with the weapons it used in life."],
codexdiff:1,
silver:100,
exp:90,
}>>
<</widget>><<widget "skeletonarcher">>
<<set setup.skeletonarcher to {
type:"mindless",
maxhp:35,
mindamage:2,
maxdamage:6,
minpowerdamage:6,
maxpowerdamage:13,
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:2,
specialattackbonus:3,
specialattack2bonus:0,
defense:5,
escapediff:5,
dr:2,
drignore:0,
magicdefense:4,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:false,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:6,
mincooldown2:3,
evading:true,
evademessage:"The skeleton archer runs to the side to avoid the attack!",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:true,
special2fortify:false,
specialplayeraction:"",
name:"the skeleton archer",
namecapitalised:"The skeleton archer",
namefullcaps:"SKELETON ARCHER",
nameundetermined:"a skeleton archer",
nulldamagemessage:"but the skeleton's bones absorb the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The skeleton archer crumbles into a heap of bones.",
attackallmessages:["The skeleton archer shoots an arrow at you", "The skeleton attacks you with its bow", "The skeleton shoots at you"],
attacknormalmessage:["The skeleton archer shoots an arrow at you", "The skeleton attacks you with its bow", "The skeleton shoots at you"],
attackflyingmessage:["The skeleton archer shoots an arrow at you", "The skeleton attacks you with its bow", "The skeleton shoots at you"],
cantreachmessage:[],
specialattackmessage:"The skeleton archer fires a well-aimed shot",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy animating the undead",
intromessage:["A skeleton of an archer, armed with a longbow, attacks!", "You encounter a skeleton of an archer, still armed with the weapon it used in life."],
codexdiff:1,
silver:100,
exp:90,
}>>
<</widget>><<widget "firejelly">>
<<set setup.firejelly to {
type:"mindless",
maxhp:40,
mindamage:3,
maxdamage:5,
minpowerdamage:6,
maxpowerdamage:11,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"fire",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:3,
defense:4,
escapediff:4,
dr:2,
drignore:0,
magicdefense:3,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:0,
weakenduration:2,
fortifyduration:0,
stunduration:0,
minburndamage:4,
maxburndamage:6,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the fire jelly",
namecapitalised:"The fire jelly",
namefullcaps:"FIRE JELLY",
nameundetermined:"a fire jelly",
nulldamagemessage:"but the jelly's amorphous body absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The fire jelly dissolves into a pool of goo and boils away.",
attackallmessages:["The jelly pounds on you with an amorphous appendage", "The fire jelly hits you", "The jelly's pseudopod hits you with a slurping noise"],
attacknormalmessage:["The jelly pounds on you with an amorphous appendage", "The fire jelly hits you", "The jelly's pseudopod hits you with a slurping noise"],
attackflyingmessage:[],
cantreachmessage:["The jelly stretches an appendage, but can't reach you.", "The jelly bubbles and slurps, but can't reach you."],
specialattackmessage:"The jelly spits a ball of flaming gas at you",
specialattack2message:"The fire jelly shoots sticky protoplasm at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the primitive life force of the jelly",
intromessage:["A flaming, gelatinous creature attacks you!", "You are attacked by an amorphous, orange, fire-spitting jelly!"],
codexdiff:1,
silver:0,
exp:100,
}>>
<</widget>><<widget "lightningjelly">>
<<set setup.lightningjelly to {
type:"mindless",
maxhp:40,
mindamage:3,
maxdamage:5,
minpowerdamage:6,
maxpowerdamage:11,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"lightning",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:3,
defense:4,
escapediff:4,
dr:1,
drignore:0,
magicdefense:3,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:2,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the lightning jelly",
namecapitalised:"The lightning jelly",
namefullcaps:"LIGHTNING JELLY",
nameundetermined:"a lightning jelly",
nulldamagemessage:"but the jelly's amorphous body absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The lightning jelly dissolves into a pool of goo and boils away.",
attackallmessages:["The jelly pounds on you with an amorphous appendage", "The lightning jelly hits you", "The jelly's pseudopod hits you with a slurping noise"],
attacknormalmessage:["The jelly pounds on you with an amorphous appendage", "The lightning jelly hits you", "The jelly's pseudopod hits you with a slurping noise"],
attackflyingmessage:[],
cantreachmessage:["The jelly stretches an appendage, but can't reach you.", "The jelly bubbles and slurps, but can't reach you."],
specialattackmessage:"The jelly crackles with electricity and shoots a bolt of lightning at you",
specialattack2message:"The lightning jelly shoots sticky protoplasm at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the primitive life force of the jelly",
intromessage:["A gelatinous creature charged with electricity attacks you!", "You are attacked by an amorphous blue jelly, crackling with electricity!"],
codexdiff:1,
silver:0,
exp:100,
}>>
<</widget>><<widget "toxicjelly">>
<<set setup.toxicjelly to {
type:"mindless",
maxhp:40,
mindamage:3,
maxdamage:5,
minpowerdamage:6,
maxpowerdamage:11,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
minpowerdamage2:0,
maxpowerdamage2:0,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:3,
defense:4,
escapediff:4,
dr:1,
drignore:0,
magicdefense:3,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:3,
weakenduration:2,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
maxcooldown:6,
mincooldown:4,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:true,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the toxic jelly",
namecapitalised:"The toxic jelly",
namefullcaps:"TOXIC JELLY",
nameundetermined:"a toxic jelly",
nulldamagemessage:"but the jelly's amorphous body absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The toxic jelly dissolves into a pool of goo and boils away.",
attackallmessages:["The jelly pounds on you with an amorphous appendage", "The toxic jelly hits you", "The jelly's pseudopod hits you with a slurping noise"],
attacknormalmessage:["The jelly pounds on you with an amorphous appendage", "The toxic jelly hits you", "The jelly's pseudopod hits you with a slurping noise"],
attackflyingmessage:[],
cantreachmessage:["The jelly stretches an appendage, but can't reach you.", "The jelly bubbles and slurps, but can't reach you."],
specialattackmessage:"The jelly gurgles and shoots a stream of toxic fluid at you",
specialattack2message:"The toxic jelly shoots sticky protoplasm at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the primitive life force of the jelly",
intromessage:["A gelatinous creature dripping with poisonous liquid attacks you!", "An amorphous green jelly crawls towards you, leaving a trail of black goo behind!"],
codexdiff:1,
silver:0,
exp:100,
}>>
<</widget>><<widget "redgemstonescarab">>
<<set setup.redgemstonescarab to {
type:"mindless",
maxhp:10,
mindamage:8,
maxdamage:10,
minpowerdamage:20,
maxpowerdamage:30,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"fire",
specialdamagetype:"fire",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:4,
specialattackbonus:3,
specialattack2bonus:0,
defense:5,
escapediff:7,
dr:30,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:true,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:4,
mincooldown:2,
maxcooldown2:5,
mincooldown2:4,
evading:true,
evademessage:"The gemstone scarab flies up to avoid the attack, then drops down, as its wings cannot carry its weight.",
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:"the red gemstone scarab",
namecapitalised:"The red gemstone scarab",
namefullcaps:"RED GEMSTONE SCARAB",
nameundetermined:"a red gemstone scarab",
nulldamagemessage:"but the gemstone scarab's impenetrable metal body protects it from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The gemstone scarab shatters into pieces.",
attackallmessages:["The gemstone scarab spits fire at you", "The red gemstone scarab shoots out a jet of flame"],
attacknormalmessage:["The gemstone scarab spits fire at you", "The red gemstone scarab shoots out a jet of flame"],
attackflyingmessage:["The gemstone scarab spits fire at you", "The red gemstone scarab shoots out a jet of flame"],
cantreachmessage:[],
specialattackmessage:"The gemstone scarab glows with red light and shoots a huge ball of fire towards you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the energy of the gem animating the scarab",
intromessage:["A cat-sized scarab made of red metal appears!", "A red metal scarab runs towards you, clicking its mechanical jaws!"],
codexdiff:2,
silver:0,
exp:300,
}>>
<</widget>><<widget "bluegemstonescarab">>
<<set setup.bluegemstonescarab to {
type:"mindless",
maxhp:10,
mindamage:8,
maxdamage:10,
minpowerdamage:20,
maxpowerdamage:30,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"lightning",
specialdamagetype:"lightning",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:4,
specialattackbonus:3,
specialattack2bonus:0,
defense:5,
escapediff:7,
dr:30,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:true,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:4,
mincooldown:2,
maxcooldown2:5,
mincooldown2:4,
evading:true,
evademessage:"The gemstone scarab flies up to avoid the attack, then drops down, as its wings cannot carry its weight.",
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:"the blue gemstone scarab",
namecapitalised:"The blue gemstone scarab",
namefullcaps:"BLUE GEMSTONE SCARAB",
nameundetermined:"a blue gemstone scarab",
nulldamagemessage:"but the gemstone scarab's impenetrable metal body protects it from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The gemstone scarab shatters into pieces.",
attackallmessages:["The gemstone scarab shoots lightning at you", "The blue gemstone scarab attacks with a bolt of lightning"],
attacknormalmessage:["The gemstone scarab shoots lightning at you", "The blue gemstone scarab attacks with a bolt of lightning"],
attackflyingmessage:["The gemstone scarab shoots lightning at you", "The blue gemstone scarab attacks with a bolt of lightning"],
cantreachmessage:[],
specialattackmessage:"The gemstone scarab glows with blue light and shoots a blinding lightning at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the energy of the gem animating the scarab",
intromessage:["A cat-sized scarab made of blue metal appears!", "A blue metal scarab runs towards you, clicking its mechanical jaws!"],
codexdiff:2,
silver:0,
exp:300,
}>>
<</widget>><<widget "soullesshusk">>
<<set setup.soullesshusk to {
type:"mindless",
maxhp:100,
mindamage:5,
maxdamage:10,
minpowerdamage:20,
maxpowerdamage:30,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"magic",
specialdamagetype:"magic",
specialdamage2type:"magic",
normalattackisspell:false,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:true,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:4,
specialattack2bonus:4,
defense:7,
escapediff:6,
dr:4,
drignore:2,
magicdefense:8,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:5,
weakenduration:3,
fortifyduration:0,
stunduration:1,
minburndamage:4,
maxburndamage:8,
poisondamage:6,
maxcooldown:5,
mincooldown:4,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"lifedrain",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:true,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the soulless husk",
namecapitalised:"The soulless husk",
namefullcaps:"SOULLESS HUSK",
nameundetermined:"a soulless husk",
nulldamagemessage:"but the husk's undead body protects it from any damage",
playermissmessage:["you miss", "$enemy.name blocks your attack", "$enemy.name evades your attack"],
deathmessage:"The soulless husk collapses with a hideous shriek and turns to dust.",
attackallmessages:["The soulless husk attacks with its deadly touch", "The husk claws at you", "The soulless husk touches you with its ice-cold hand", "The soulless husk shoots ghastly magic bolts at you", "The husk attack with magic bolts"],
attacknormalmessage:["The soulless husk attacks with its deadly touch", "The husk claws at you", "The soulless husk touches you with its ice-cold hand"],
attackflyingmessage:["The soulless husk shoots ghastly magic bolts at you", "The husk attack with magic bolts"],
cantreachmessage:[],
specialattackmessage:"The husk summons a cloud of weakening vapour",
specialattack2message:"The husk stares into your eyes with its cold, dead gaze",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the essence of souls consumed by the husk",
intromessage:["A withered, walking corpse surrounded by a sinister aura attacks you!", "You are attacked by a soulless husk – a terrible, life-stealing undead monster!"],
codexdiff:2,
silver:0,
exp:600,
}>>
<<set setup.husksouls to ["boar", "serpent", "wizard"]>>
<</widget>><<widget "goblin">>
<<set setup.goblin to {
type:"sentient",
maxhp:15,
mindamage:1,
maxdamage:5,
minpowerdamage:5,
maxpowerdamage:12,
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:2,
specialattack2bonus:0,
defense:5,
escapediff:3,
dr:0,
drignore:0,
magicdefense:3,
diplomacydiff:6,
intimidatediff:4,
tamediff:0,
tamelevel:0,
bribe:50,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:7,
mincooldown:4,
maxcooldown2:5,
mincooldown2:4,
evading:true,
evademessage:"The goblin jumped back to avoid the attack!",
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:"the goblin",
namecapitalised:"The goblin",
namefullcaps:"GOBLIN",
nameundetermined:"a goblin",
nulldamagemessage:"but the goblin's crude armour protects it from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The goblin drops down dead.",
attackallmessages:["The goblin hits you with its club", "The goblin attack you with its club", "The goblin attacks you with a slingshot", "The goblin shoots a pebble at you"],
attacknormalmessage:["The goblin hits you with its club", "The goblin attack you with its club"],
attackflyingmessage:["The goblin attacks you with its slingshot", "The goblin shoots a pebble at you"],
cantreachmessage:[],
specialattackmessage:"The goblin throws an explosive potion at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the goblin",
intromessage:["A goblin, armed with a slingshot and a primitive club, attacks you!", "You are attacked by a small, savage-looking goblin!"],
codexdiff:1,
silver:50,
exp:40,
}>>
<</widget>><<widget "goblinshaman">>
<<set setup.goblinshaman to {
type:"sentient",
maxhp:25,
mindamage:3,
maxdamage:6,
minpowerdamage:8,
maxpowerdamage:12,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"magic",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:1,
healmin:10,
healmax:10,
attackbonus:1,
specialattackbonus:3,
specialattack2bonus:0,
defense:6,
escapediff:5,
dr:1,
drignore:0,
magicdefense:5,
diplomacydiff:7,
intimidatediff:5,
tamediff:0,
tamelevel:0,
bribe:100,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:2,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:7,
mincooldown:4,
maxcooldown2:5,
mincooldown2:4,
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:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the goblin shaman",
namecapitalised:"The goblin shaman",
namefullcaps:"GOBLIN SHAMAN",
nameundetermined:"a goblin shaman",
nulldamagemessage:"but the shaman's crude armour protects it from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The goblin shaman drops down dead.",
attackallmessages:["The goblin shaman hits you with its staff", "The shaman attacks you with its staff", "The goblin shaman attacks you with a slingshot", "The shaman shoots a pebble at you"],
attacknormalmessage:["The goblin shaman hits you with its staff", "The shaman attacks you with its staff"],
attackflyingmessage:["The goblin shaman attacks you with a slingshot", "The shaman shoots a pebble at you"],
cantreachmessage:[],
specialattackmessage:"The shaman casts a magic missile spell",
specialattack2message:"The shaman chants, placing a curse on you",
healmessage:"The shaman casts a healing spell",
devourmessage:"",
playerdrainmessage:"the life energy of the shaman",
intromessage:["A masked goblin shaman attacks you!", "A goblin shaman appears, murmuring curses and shaking its staff at you!"],
codexdiff:1,
silver:80,
exp:70,
}>>
<</widget>><<widget "necromancer">>
<<set setup.necromancer to {
type:"sentient",
maxhp:50,
mindamage:6,
maxdamage:10,
minpowerdamage:10,
maxpowerdamage:17,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"magic",
specialdamagetype:"magic",
specialdamage2type:"physical",
normalattackisspell:true,
specialisspell:true,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:2,
healmin:8,
healmax:16,
attackbonus:3,
specialattackbonus:4,
specialattack2bonus:99,
defense:6,
escapediff:6,
dr:3,
drignore:0,
magicdefense:7,
diplomacydiff:8,
intimidatediff:10,
tamediff:0,
tamelevel:0,
bribe:300,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:6,
maxcooldown:7,
mincooldown:4,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:true,
specialburn:false,
specialweaken:true,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the necromancer",
namecapitalised:"The necromancer",
namefullcaps:"NECROMANCER",
nameundetermined:"a necromancer",
nulldamagemessage:"but the necromancer's bone armour absorbs all the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The necromancer falls down dead.",
attackallmessages:["The necromancer shoots a bolt of black energy", "The necromancer summons a rain of bone shards", "The necromancer summons a flying bone sword", "The necromancer casts a magic missile spell"],
attacknormalmessage:["The necromancer shoots a bolt of black energy", "The necromancer summons a rain of bone shards", "The necromancer summons a flying bone sword", "The necromancer casts a magic missile spell"],
attackflyingmessage:["The necromancer shoots a bolt of black energy", "The necromancer summons a rain of bone shards", "The necromancer summons a flying bone sword", "The necromancer casts a magic missile spell"],
cantreachmessage:[],
specialattackmessage:"The necromancer summons a swarm of poisonous bugs and sends them flying at you",
specialattack2message:"The necromancer drinks a mystic potion to regain magic energy",
healmessage:"The necromancer drains energy from a small, blood-red crystal",
devourmessage:"",
playerdrainmessage:"the life energy of the necromancer",
intromessage:["A mage wearing a skull mask and bone armour attacks you!", "You are attacked by a black magic-wielding necromancer!"],
codexdiff:1,
silver:500,
exp:200,
}>>
<</widget>><<unset $dungeon1bosstreasurenottaken>>\
<<if $dungeon1.name == "Crypt of Lost Souls">>\
<span class = "gold"><<cryptoflostsouls>></span>
<<elseif $dungeon1.name == "Bare Bone Hall">>\
<span class = "gold"><<barebonehall>></span>
<<elseif $dungeon1.name == "Shimmerbrook Cave">>\
<span class = "gold"><<shimmerbrookcave>></span>
<<elseif $dungeon1.name == "Robber's Maze">>\
<span class = "gold"><<robbersmaze>></span>
<<elseif $dungeon1.name == "Wardrum Cavern">>\
<span class = "gold"><<wardrumcavern>></span>
<<elseif $dungeon1.name == "Earthroot Cave">>\
<span class = "gold"><<earthrootcave>></span>
<<elseif $dungeon1.name == "Whispering Ruins">>\
<span class = "gold"><<whisperingruins>></span>
<</if>>\
[[Back|dungeon1H]] <<set $dungeon1secretroomvisited to true>>\
<<if $dungeon1.type == "crypt">>You follow a narrow passage into a small chamber. In the chamber you find a single painted urn in a niche, and a small treasure chest!
<<elseif $dungeon1.type == "cave">>You follow a winding rocky passage into a small room with thin stalactites hanging from the ceiling. In the room you find a leather bag, which must have been lost or hidden here many years ago by some adventurer!
<<else>>You follow a narrow, dusty passage inside the massive stone wall. At the end of the passage you discover a small room with a treasure chest!
<</if>>\
<<switch visited()>>\
<<case 1>>
<<set _treasure to random(1,3)>>\
<<if _treasure == 1>>\
<<set $potionmediumhealth += 3>><<set $silver += 300>>\
<span class = "gold">You found 3 health potions and 300 pieces of silver.</span>
<<elseif _treasure == 2>>\
<<set $bottledmist += 1>><<set $bottledexplosion += 1>>\
<span class = "gold">You found a vial of Bottled Mist and a vial of Bottled Explosion!</span>
<<else>>\
<<set $silver += 500>><<set $potionmediummagic += 1>>\
<span class = "gold">You found a magic potion and 500 pieces of silver!</span>
<</if>>\
<<default>><</switch>>\
[[Exit the secret room|$currentdungeonroom.name]]
<<widget "spotsecretroomdungeon1">>
<<if $dungeon1passagefound != true && $dungeon1passagenotfound != true>>\
<<set _spotroll to random(1,10)>>\
<<set _spotroll += $fortune+$shinypebble>>\
<<if _spotroll >= 6>><<set $dungeon1passagefound to true>>
<<else>><<set $dungeon1passagenotfound to true>>
<</if>>\
<</if>>\
<</widget>>
<<widget "secretpassagedungeon1">>\
<<silently>><<spotsecretroomdungeon1>><</silently>>\
<<if $dungeon1passagefound == true && $dungeon1secretroomvisited != true>>\
<<switch visited()>><<case 1>>You spot a secret passage in the wall!<<default>>There's a secret passage in the wall of the room!<</switch>>\
[[Follow the secret passage|dungeon1secretroom]]
<</if>>\
<</widget>>\
<<widget "spotsecretroomdungeon2">>
<<if $dungeon2passagefound != true && $dungeon2passagenotfound != true>>\
<<set _spotroll to random(1,10)>>\
<<set _spotroll += $fortune+$shinypebble>>\
<<if _spotroll >= 6>><<set $dungeon2passagefound to true>>
<<else>><<set $dungeon2passagenotfound to true>>
<</if>>\
<</if>>\
<</widget>>
<<widget "secretpassagedungeon2">>\
<<silently>><<spotsecretroomdungeon2>><</silently>>\
<<if $dungeon2passagefound == true && $dungeon2secretroomvisited != true>>\
<<switch visited()>><<case 1>>You spot a secret passage in the wall!<<default>>There's a secret passage in the wall of the room!<</switch>>\
[[Follow the secret passage|dungeon2secretroom]]
<</if>>\
<</widget>>\
<<widget "spotsecretroomdungeon3">>
<<if $dungeon3passagefound != true && $dungeon3passagenotfound != true>>\
<<set _spotroll to random(1,10)>>\
<<set _spotroll += $fortune+$shinypebble>>\
<<if _spotroll >= 7>><<set $dungeon3passagefound to true>>
<<else>><<set $dungeon3passagenotfound to true>>
<</if>>\
<</if>>\
<</widget>>
<<widget "secretpassagedungeon3">>\
<<silently>><<spotsecretroomdungeon3>><</silently>>\
<<if $dungeon3passagefound == true && $dungeon3secretroomvisited != true>>\
<<switch visited()>><<case 1>>You spot a secret passage in the wall!<<default>>There's a secret passage in the wall of the room!<</switch>>\
[[Follow the secret passage|dungeon3secretroom]]
<</if>>\
<</widget>>\
<<widget "spotsecretroomdungeon4">>
<<if $dungeon4passagefound != true && $dungeon4passagenotfound != true>>\
<<set _spotroll to random(1,10)>>\
<<set _spotroll += $fortune+$shinypebble>>\
<<if _spotroll >= 7>><<set $dungeon4passagefound to true>>
<<else>><<set $dungeon4passagenotfound to true>>
<</if>>\
<</if>>\
<</widget>>
<<widget "secretpassagedungeon4">>\
<<silently>><<spotsecretroomdungeon4>><</silently>>\
<<if $dungeon4passagefound == true && $dungeon4secretroomvisited != true>>\
<<switch visited()>><<case 1>>You spot a secret passage in the wall!<<default>>There's a secret passage in the wall of the room!<</switch>>\
[[Follow the secret passage|dungeon4secretroom]]
<</if>>\
<</widget>>\
<<widget "spotsecretroomdungeon5">>
<<if $dungeon5passagefound != true && $dungeon5passagenotfound != true>>\
<<set _spotroll to random(1,10)>>\
<<set _spotroll += $fortune+$shinypebble>>\
<<if _spotroll >= 10>><<set $dungeon5passagefound to true>>
<<else>><<set $dungeon5passagenotfound to true>>
<</if>>\
<</if>>\
<</widget>>
<<widget "secretpassagedungeon5">>\
<<silently>><<spotsecretroomdungeon5>><</silently>>\
<<if $dungeon5passagefound == true && $dungeon5secretroomvisited != true>>\
<<switch visited()>><<case 1>>You spot a secret passage in the wall!<<default>>There's a secret passage in the wall of the room!<</switch>>\
[[Follow the secret passage|dungeon5secretroom]]
<</if>>\
<</widget>>\
<<widget "spotsecretroomdungeon6">>
<<if $dungeon6passagefound != true && $dungeon6passagenotfound != true>>\
<<set _spotroll to random(1,10)>>\
<<set _spotroll += $fortune+$shinypebble>>\
<<if _spotroll >= 10>><<set $dungeon6passagefound to true>>
<<else>><<set $dungeon6passagenotfound to true>>
<</if>>\
<</if>>\
<</widget>>
<<widget "secretpassagedungeon6">>\
<<silently>><<spotsecretroomdungeon6>><</silently>>\
<<if $dungeon6passagefound == true && $dungeon6secretroomvisited != true>>\
<<switch visited()>><<case 1>>You spot a secret passage in the wall!<<default>>There's a secret passage in the wall of the room!<</switch>>\
[[Follow the secret passage|dungeon6secretroom]]
<</if>>\
<</widget>>\<<widget "pit">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 5>><<silently>><<set $exp += 50>><<set $exptotal += 50>><<cleardungeonroom>><</silently>>Exploring the room, you notice a masked pit. You cautiously walk around the trap.
<span class = "gold">You gained 50 EXP!</span>
<<else>>\
<<set $playerhp -= 15>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>Exploring the room, you fail to notice a masked pit. You fall into the pit!
<span class = "gold">You lost 15 HP!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the fall.
[[Continue|gameover]]
<<else>><<silently>><<cleardungeonroom>><</silently>>Shaken and bruised by the fall, you manage to climb back up after several attempts.
<</if>>\
<</if>>\
<</widget>>\
<<widget "fallingrock">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 5>><<silently>><<set $exp += 60>><<set $exptotal += 60>><<cleardungeonroom>><</silently>>As you walk into the room, a large rock drops from the ceiling. You spot it and jump back just in time!
<span class = "gold">You gained 60 EXP!</span>
<<else>>\
<<set $playerhp -= 18>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>As you walk into the room, a large rock drops from the ceiling. You fail to jump back in time and get hit!
<span class = "gold">You lost 18 HP!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the falling rock.
[[Continue|gameover]]
<<else>><<silently>><<cleardungeonroom>><</silently>>You are bruised, but, luckily, survived.
<</if>>\
<</if>>\
<</widget>>\
<<widget "bonearms">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 7>><<silently>><<set $exp += 50>><<set $exptotal += 50>><<cleardungeonroom>><</silently>>As you walk into the room, skeletal arms emerge from the floor and try to grab you. You notice them just in time to jump over them!
<span class = "gold">You gained 50 EXP!</span>
<<set _roll to random(1,10)>><<set _roll += Math.floor(($fortune+$shinypebble)/2)>><<if _roll >= 10>><<set _ring to random(1,4)>>\
As you leap, you spot a shiny ring on one of the hands and grab it. <span class = "gold"><<if _ring == 1>><<set $nimblering += 1>>Nimble Ring obtained!<<elseif _ring == 2>><<set $witchhuntersring += 1>>Witch Hunter's Ring obtained!
<<elseif _ring == 3>><<set $purifyingring += 1>>Purifying Ring obtained!<<else>><<set $azurering += 1>>Azure Ring obtained!
<</if>></span>\
<</if>>\
<<else>>\
<<set $playerhp -= 12>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>As you walk into the room, skeletal arms emerge from the floor and grab your legs, then start clawing at you!
<span class = "gold">You lost 12 HP!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the perfidious trap!
[[Continue|gameover]]
<<else>><<silently>><<cleardungeonroom>><</silently>>You struggle and eventually manage to free yourself. The bony arms disappear as suddenly as they appeared.
<</if>>\
<</if>>\
<</widget>>\
<<widget "gas">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 6>><<set $exp += 60>><<set $exptotal += 60>><<silently>><<cleardungeonroom>><</silently>>As you walk into the room, you notice a pressure plate on the floor. You cautiously walk around it to avoid triggering any traps.
<span class = "gold">You gained 60 EXP!</span>
<<else>>\
<<set $playerhp -= 15>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>As you walk into the room, you step on a pressure plate. You hear the sound of glass breaking underneath the plate and the room fills with noxious gas. You start suffocating!
<span class = "gold">You lost 15 HP!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the toxic gas!
[[Continue|gameover]]
<<else>><<silently>><<cleardungeonroom>><</silently>>Gasping for breath, you cover your mouth and nose and stumble away from the trap. Fortunately, the toxic gas quickly dissipates. After a few moments, you're able to breathe again.
<</if>>\
<</if>>\
<</widget>>\
<<widget "explosivetrap">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 6>><<set $exp += 100>><<set $exptotal += 100>>\
<<silently>><</silently>>You're about to cross the room when you notice a thin net of wires stretched above the floor. If any of the wires is broken, a complicated mechanism will break a vial of alchemical mixture placed in a dark corner!
<span class = "gold">You gained 100 EXP!</span>
[[Set off the trap from a safe distance|disrarmexpltrap]]
[[Try to get through the room without setting off the trap and take the vial|recovervial]]
<<else>>\
<<silently>><<cleardungeonroom>><<set $trapdamage to random(20,30) - $player.dr>><<set $playerhp -= $trapdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><</silently>>\
As you cross the room, you trip over a thin wire. When the wire breaks, a violent explosion shakes the room, throwing you to the ground!
<span class = "gold">You take $trapdamage points of damage!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the explosion!
[[Continue|gameover]]
<<else>>\
You are shaken and bruised, but manage to get up after a while and continue your exploration.
<</if>>\
<</if>>\
<</widget>>\
<<widget "naturetrap">>
<<if $survival >= 1>><<silently>><<set $exp += 50>><<set $exptotal += 50>><<cleardungeonroom>><</silently>>\
As you walk into the room, you spot <<if $currentislandterrain == "forest">>long strands of crimson moss growing on the wall. You recognise it as a carnivorous plant, capable of violently lashing out at unsuspecting victims, and give it a wide berth.<<elseif $currentislandterrain == "grassy">>a patch of strange blue mushrooms growing in the centre of the room. You recognise the species, which is known for its toxic spores, and give the patch a wide berth.<<elseif $currentislandterrain == "icy">>something that looks like a cluster of strange, black icicles. However, you notice them move and realise they're in fact poisonous bugs with spiky black shells! You carefully walk around without disturbing them.<<elseif $currentislandterrain == "jungle">>strange, but beautiful flowers growing on the rock wall. You know that these flowers' pollen is toxic, and give them a wide berth.<<elseif $currentislandterrain == "marshy">>a puddle of green mud; something seems to be moving underneath its surface. You know about strange creatures lurking in such places, and keep a safe distance from the puddle.<<elseif $currentislandterrain == "rocky">>a cluster of crystal needles growing from the ceiling. You realise they're looking unstable and avoid walking underneath them. You were right – at one point, the sharp needles break and drop to the floor right next to you!<<elseif $currentislandterrain == "sandy">>huge green beetles crawling on the floor. You recognise them as an aggressive species, which can deliver painful bites, and slowly walk around them, avoiding disturbing them.<<else>>a crack in the wall, which releases a hissing stream of yellow vapour. You realise it's toxic gas and quickly run across the room, holding your breath!<</if>>
<span class = "gold">You gained 50 EXP!</span>
<<else>><<set $playerhp -= 12>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
As you walk into the room, you spot <<if $currentislandterrain == "forest">>long strands of crimson moss growing on the wall. When you come closer, the strands suddenly start moving and lash at you, leaving you with painful toxic burns!<<elseif $currentislandterrain == "grassy">>a patch of strange blue mushrooms growing in the centre of the room. As you come closer, the mushrooms release a cloud of toxic spores!<<elseif $currentislandterrain == "icy">>a cluster of strange, black icicles. As you come closer, the icicles come to life and fly at you, delivering painful bites – they turn out to be insects with black, spiky shells!<<elseif $currentislandterrain == "jungle">>strange, but beautiful flowers growing on the rock wall. As you come closer, the flowers release a cloud of toxic pollen!<<elseif $currentislandterrain == "marshy">>a puddle of green mud; something seems to be moving underneath its surface. As you come closer, a slimy black tentacle with bone spikes lashes at you from the puddle, leaving you with painful cuts!<<elseif $currentislandterrain == "rocky">>a cluster of crystal needles growing from the ceiling. As you walk under them, the needles break away and drop on you, leaving you with painful stab wounds!<<elseif $currentislandterrain == "sandy">>huge green beetles crawling on the floor. When you come closer, the beetles suddenly fly towards you in swarm and start biting!<<else>>a crack in the wall, which releases a hissing stream of yellow vapour. You immediately start to choke on the poisonous gas!<</if>>
<span class = "gold">You lost 12 HP!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed!
[[Continue|gameover]]
<<else>><<silently>><<cleardungeonroom>><</silently>>\
Fortunately, you manage to get away from the danger.
<</if>>\
<</if>>\
<</widget>>\
<<widget "darts">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 7>><<silently>><<set $exp += 100>><<set $exptotal += 100>><<cleardungeonroom>><</silently>>Exploring the room, you notice a pressure plate. There are small holes in the wall near the plate.
You cautiously walk around the plate to avoid triggering the trap.
<span class = "gold">You gained 100 EXP!</span>
<<else>>\
<<set $playerhp -= 25>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>Exploring the room, you fail to notice a pressure plate. As you step on it, a volley of tiny darts shoots at you from small holes in the wall!
<span class = "gold">You lost 25 HP!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the trap.
[[Continue|gameover]]
<<else>><<silently>><<cleardungeonroom>><</silently>>You quickly dash out of the trap's reach and continue your exploration.
<</if>>\
<</if>>\
<</widget>>\<<unsetcombatvariables>>
<center><span class = "islandname">GAME OVER</span>
<span class = "gold"><<link "Start a new game">><<run Engine.restart()>><</link>>
<<link "Load a saved game">><<script>>UI.saves()<</script>><</link>></span></center><<widget "cryptfirstroom">><<if $currentislandterrain == "forest">>The crypt's stone walls are covered with moss. Massive tree roots are growing through the ceiling.<<elseif $currentislandterrain == "grassy">>The crypt is built of old, weathered stone blocks. Patches of grass are growing near the entrance.<<elseif $currentislandterrain == "icy">>The stone walls of the crypt are covered with a thin layer of ice. Rows of icicles are hanging from the ceiling.<<elseif $currentislandterrain == "jungle">>The air inside the crypt is hot and stuffy. Ferns and orchids are growing near the entrance. Bugs are crawling everywhere.<<elseif $currentislandterrain == "marshy">>The stone walls of the crypt are damp. Water is dripping from the ceiling and patches of mud cover the floor.<<elseif $currentislandterrain == "rocky">>The crypt is built of perfectly matched granite blocks. The air inside is cool.<<elseif $currentislandterrain == "sandy">>The crypt is built of sandstone blocks, smoothed by the passage of time. Sand covers the floor.<<else>>The crypt is built of black, volcanic rock. The air inside is hot and smells of sulphur.<</if>>
<</widget>>
<<widget "cavefirstroom">><<if $currentislandterrain == "forest">>The walls of the cave are covered with moss. Some small trees are growing in the patch of sunlight near the entrance.<<elseif $currentislandterrain == "grassy">>Countless insects inhabit the earthy cave. Some grass and ferns are growing near the entrance.<<elseif $currentislandterrain == "icy">>The walls of the cave are covered with ice. There are icicles hanging from the ceiling.<<elseif $currentislandterrain == "jungle">>The cave is hot and stuffy. There are tree roots, ferns and mushrooms everywhere.<<elseif $currentislandterrain == "marshy">>The cave is damp and muddy. White larvae are crawling on the walls and in the puddle on the floor you notice some frogs.<<elseif $currentislandterrain == "rocky">>There are many strange rock formations inside the cave, and you see clusters of crystals on the rock walls.<<elseif $currentislandterrain == "sandy">>The sandstone walls of the cave are rough and uneven. A thin layer of sand covers the floor.<<else>>The basalt walls of the cave were shaped by solidifying lava. The air inside is stuffy and smells of sulphur.<</if>>
<</widget>>
<<widget "ruinsfirstroom">><<if $currentislandterrain == "forest">>The crumbling ruins are overgrown with moss. Many stone blocks were dislodged by massive tree roots. Dry leaves cover the floor.<<elseif $currentislandterrain == "grassy">>Wild flowers are growing inside the ruins, in cracks between stone floor tiles. Flies and bees are buzzing around.<<elseif $currentislandterrain == "icy">>The remains of stone walls have heaps of snow blown against them by the howling winds. Icicles are hanging from the ceiling.<<elseif $currentislandterrain == "jungle">>The old stone walls are barely visible underneath the vegetation. Ferns and orchids are growing everywhere. Huge, colourful butterflies are fluttering about.<<elseif $currentislandterrain == "marshy">>The ruins have partially sunk into the bog. What remains above the surface is overgrown with moss and lichen.<<elseif $currentislandterrain == "rocky">>The old stone walls are made of huge granite blocks. An air of solemn grandeur surrounds the ruins.<<elseif $currentislandterrain == "sandy">>The ruins are a heap of sandstone blocks, many of which were dislodged by the passage of time. Wind has brought masses of sand into the interiors, which are now open to the elements.<<else>>The black walls are built of volcanic rock, bare and foreboding. A layer of volcanic ash covers the stone floor.<</if>>
<</widget>>
<<widget "dungeon1firstroomdesc">>\
<<if $dungeon1.type == "crypt">><<cryptfirstroom>>\
<<elseif $dungeon1.type == "cave">><<cavefirstroom>>\
<<elseif $dungeon1.type == "ruins">><<ruinsfirstroom>>\
<</if>>\
<</widget>>\
<<widget "dungeon2firstroomdesc">>\
<<if $dungeon2.type == "crypt">><<cryptfirstroom>>\
<<elseif $dungeon2.type == "cave">><<cavefirstroom>>\
<<elseif $dungeon2.type == "ruins">><<ruinsfirstroom>>\
<</if>>\
<</widget>>\
<<widget "dungeon3firstroomdesc">>\
<<if $dungeon3.type == "crypt">><<cryptfirstroom>>\
<<elseif $dungeon3.type == "cave">><<cavefirstroom>>\
<<elseif $dungeon3.type == "ruins">><<ruinsfirstroom>>\
<</if>>\
<</widget>>\
<<widget "dungeon4firstroomdesc">>\
<<if $dungeon4.type == "crypt">><<cryptfirstroom>>\
<<elseif $dungeon4.type == "cave">><<cavefirstroom>>\
<<elseif $dungeon4.type == "ruins">><<ruinsfirstroom>>\
<</if>>\
<</widget>>
<<widget "dungeon5firstroomdesc">>\
<<if $dungeon5.type == "crypt">><<cryptfirstroom>>\
<<elseif $dungeon5.type == "cave">><<cavefirstroom>>\
<<elseif $dungeon5.type == "ruins">><<ruinsfirstroom>>\
<</if>>\
<</widget>>
<<widget "dungeon6firstroomdesc">>\
<<ruinsfirstroom>>\
<</widget>>
<<widget "dungeonroomdescriptions">>
<<set setup.cryptrooms to [{"name": "Burial Chamber", "desc": "You're in a low rectangular room with roughly-hewn niches in the stone walls. Countless yellowed bones fill the niches."}, {"name": "Vaulted Chamber", "desc": "You're in a room with vaulted ceiling. You see rows of urns along the walls. Many of the urns are broken and shards of earthenware are scattered across the dusty floor."}, {"name": "Lichen Room", "desc": "You're in a mostly empty rectangular room. Some bone shards are scattered across the floor and the walls are covered with slimy yellow lichen."}, {"name": "Skeleton Room", "desc": "You're in a tall room with vaulted niches in the walls. Some of the niches still hold complete human skeletons, but all that's left in most of them is dust and single bones."}, {"name": "The Buried Well", "desc": "You're in a low rectangular room with weathered carvings on the walls. In the centre of the room there's a well filled with rocks and old bones."}, {"name": "The Pyramid of Skulls", "desc": "You're in a large room. Black water is slowly dripping from the stone ceiling onto a pyramid of human skulls. Each drop makes a hollow tapping sound as it falls on the topmost skull."}, {"name": "Chamber of Teeth", "desc": "You're in a small crypt room. In the centre of the room there's a large stone basin, filled to the brim with human teeth."}, {"name": "Carved Chamber", "desc": "You're in a large chamber. Elaborate carvings of dancing skeletons cover the stone walls."}, {"name": "The Black Pool", "desc": "You're in a rectangular chamber. There's a pool of black water in one corner, with some small bones floating on the still surface."}, {"name": "Hall of Slumber", "desc": "You're in a long chamber with burial niches on the walls. Some words – names, maybe – are carved above the niches, but time has weathered them so much they're completely illegible."}, {"name": "Stinking Room", "desc": "You're in a small room with walls, floor and ceiling covered with strands of strange red lichen. An unpleasant sweet stench fills the air."}, {"name": "Statuary Chamber", "desc": "You're in a chamber with high ceiling and broken stone statues by the walls."}, {"name": "Clearwater Room", "desc": "You're in a small room with earthen floor. There's a large basin in the centre, filled with crystal clear water. A perfectly preserved human skeleton rests on the bottom of the basin."}, {"name": "The Stone Arch", "desc": "You're in a long chamber split into two by a narrow chasm. An arched stone bridge runs across the chasm."}, {"name": "Refuse Room", "desc": "You're in a small rectangular room filled with broken earthenware and scattered bones."}, {"name": "Hall of Painted Urns", "desc": "You're in a tall chamber with burial niches in the walls. The niches are filled with painted earthenware urns, some broken, all faded with age."}, {"name": "Mushroom Pit", "desc": "You are in a small octagonal room. Its earthen floor is overgrown with tall, thin, white mushrooms."}, {"name": "Pedestal Chamber", "desc": "You're in a large octagonal chamber. There's an empty stone pedestal in the middle, its base covered in weathered carvings."}, {"name": "Spiders' Nest", "desc": "You're in a small octagonal room with old cobwebs hanging everywhere. Hundreds of tiny white spiders scurry around as you walk in."}, {"name": "The Black Well", "desc": "You're in a dusty tall chamber with cobwebs hanging from the ceiling. There's a well in the middle of the chamber, filled with black water."}, {"name": "Hall of Bones", "desc": "You're in a long chamber with bone-strewn floor. You see wall niches filled with even more bones."}]>>
<<set setup.caverooms to [{"name": "Room of Rainbow Filigree", "desc": "You're in a low rectangular chamber with delicate, colourful stalactites covering the ceiling."}, {"name": "Column Room", "desc": "You're in a tall chamber with uneven ceiling supported by thick stalagnate columns."}, {"name": "Windy Hall", "desc": "You're in a tall cavern with walls criss-crossed by thin cracks. Fresh air is blowing through some of the cracks."}, {"name": "Sunlight Chamber", "desc": "You're in a tall chamber with an opening in the ceiling, through which sunshine seeps in."}, {"name": "Hall of Mist", "desc": "You're in a large but low chamber crossed by an underground stream. Dense mist is rising from the stream, filling the entire chamber."}, {"name": "Waterdrop Chamber", "desc": "You're in a large room. Water is slowly dripping from countless stalactites on the ceiling, creating a strange and repetitive rhythmic pattern."}, {"name": "Fossil Room", "desc": "You're in a small chamber with many fossilised shells imprinted on the walls."}, {"name": "The Stone Waterfall", "desc": "You're in a large chamber. A strange rock formation, resembling a rainbow stone waterfall, makes one of the walls."}, {"name": "Mushroom Chamber", "desc": "You're in a very low chamber. A carpet of pale mushrooms covers both the floor and the ceiling."}, {"name": "The Stone Forest", "desc": "You're in a tall chamber filled with fossilised tree roots, which form a labyrinth of bridges and arches."}, {"name": "Blackwater Room", "desc": "You're in a small room with a natural well in the centre. The water in the well is black and perfectly still."}, {"name": "The Fish Pond", "desc": "You're in a chamber with a large pool of water in the centre. Small eyeless fish are swimming in the pond."}, {"name": "The Stone Teeth", "desc": "You're in a long chamber in the centre of which stalactites and stalagmites form a mouth-like passage between sharp stone teeth."}, {"name": "The Buried Pit", "desc": "You're in a small rectangular room with a pit in the floor, filled by rocks and dirt."}, {"name": "Yellow Chamber", "desc": "You're in a tall chamber with damp walls covered by yellow lichen. The air is filled with a powerful sweet stench."}, {"name": "The Three Stalagmites", "desc": "You are in a small, roughly octagonal room. There are three huge crystal stalagmites in the centre."}, {"name": "Cobweb Room", "desc": "You're in a small chamber with cobwebs hanging between stalactites on the ceiling."}, {"name": "Bridge Chamber", "desc": "You're in a low chamber split into two by a chasm. A collapsed stalagnate forms a bridge over the chasm."}, {"name": "The Magic Circles", "desc": "You're in a small dusty chamber with colourful mushrooms growing in circles on the floor."}, {"name": "Fern Room", "desc": "You're in a long chamber with fossilised ferns imprinted on the walls and water dripping from the ceiling."}]>>
<<set setup.ruinrooms to [{"name": "Gargoyle Hall", "desc": "You're in a large chamber with most of its ceiling collapsed. A stone gargoyle is precariously balanced atop a wall which must have formed the outer edge of the building."}, {"name": "The Kitchen", "desc": "You're in a room which once must have served as a kitchen. There's a huge fireplace on one side. Broken earthenware and old iron pots are heaped in a corner."}, {"name": "Statue Chamber", "desc": "You're in a tall chamber with rows of crumbling pillars and a headless stone statue in the centre."}, {"name": "The Armoury", "desc": "You're in a low, rectangular room which must have been an armoury. You see swords, shields and helmets here, but they're all rusted beyond use."}, {"name": "The Covered Well", "desc": "You're in a small, rectangular room with a well in the centre, which is covered with a stone plate. You see an old, broken bucket next to the well."}, {"name": "Banquet Hall", "desc": "You're in a large chamber with rows of broken tables and benches. Rusty old shields decorate the walls."}, {"name": "Altar Chamber", "desc": "You're in a large, octagonal chamber with a stone altar in the centre. Weathered carvings of people in robes decorate the altar."}, {"name": "Tiled Room", "desc": "You're in a large, empty room with broken stone tiles on the floor. There's a huge hole in the ceiling."}, {"name": "Collapsed Room", "desc": "You're in a rectangular room with partially collapsed ceiling and broken stone columns."}, {"name": "Stained Glass Hall", "desc": "You're in a tall room with many windows, some still holding pieces of stained glass."}, {"name": "Throne Room", "desc": "You're in a huge chamber with elaborate carvings high on the walls and a broken stone throne on a dais."}, {"name": "The Dried-Out Pool", "desc": "You're in a chamber with a large, dried-out pool in the centre. The pool is filled with broken earthenware."}, {"name": "The Spiral Staircase", "desc": "You're in an octagonal chamber with a collapsed spiral staircase in the centre."}, {"name": "Hall of Cobwebs", "desc": "You're in a small rectangular room with large windows. Cobwebs are hanging from the ceiling like heavy curtains."}, {"name": "The Storeroom", "desc": "You're in an old storeroom. Broken barrels and chests are everywhere, but nothing of value is left inside them."}, {"name": "Abandoned Library", "desc": "You are in a tall chamber with rotting carpets on the floor. There are broken bookcases by the walls, but you don't see a single book."}, {"name": "The Carved Columns", "desc": "You're in a tall room supported by carved stone columns."}, {"name": "Leaky Roof Chamber", "desc": "You're in a low chamber with many holes in the ceiling, through which sunlight is streaming in."}, {"name": "Rotten Chamber", "desc": "You're in a small chamber with pointed windows and a rotten wooden floor."}, {"name": "Trapdoor Room", "desc": "You're in a tall room with an open trapdoor in the floor. The way down is completely blocked with rubble."}]>>
<</widget>><div class = "popup">An ancient, rune-covered suit of plate armour, animated by a spell which bound the soul of its long dead owner to the metal shell. Armour golems are formidable enemies; their resilience and strength make up for their lack of grace and speed.
Even though they look like mechanical creatures, armour golems are, in fact, undead, and are most often found in tombs and crypts, which they relentlessly patrol, always accompanied by the clatter of their armour.
Enemy type: mindless
Max. HP: 60
Defence: 5
Magic defence: 5
Damage reduction: 4
<span class = "heading">STUN IMMUNITY:</span> Armour golem cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Armour golem cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Armour golem cannot be weakened.
<span class = "heading">STUN:</span> Armour golem's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "armourgolem">>
<<set setup.armourgolem to {
type:"mindless",
maxhp:60,
mindamage:4,
maxdamage:8,
minpowerdamage:10,
maxpowerdamage:15,
minpowerdamage2:5,
maxpowerdamage2:10,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:0,
defense:5,
escapediff:5,
dr:4,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:3,
maxcooldown2:8,
mincooldown2:5,
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:true,
special2fortify:false,
specialplayeraction:"",
name:"the armour golem",
namecapitalised:"The armour golem",
namefullcaps:"ARMOUR GOLEM",
nameundetermined:"an armour golem",
nulldamagemessage:"but the golem's metal body absorbs the damage",
playermissmessage:["you miss", "$enemy.name protects itself with its shield"],
deathmessage:"The armour golem falls into pieces, the magic which used to animate it gone.",
attackallmessages:["The armour golem slashes with its sword", "The armour golem attacks with its sword", "The armour golem delivers a powerful kick"],
attacknormalmessage:["The armour golem slashes with its sword", "The armour golem attacks with its sword", "The armour golem delivers a powerful kick"],
attackflyingmessage:[""],
cantreachmessage:["The armour golem tries to attack, but can't reach you!"],
specialattackmessage:"The armour golem makes an overhead sword attack",
specialattack2message:"The armour golem bashes you with its shield",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy animating the golem",
intromessage:["You are attacked by a walking suit of armour carrying a sword and a shield!", "A suit of armour animated by dark magic attacks you!"],
codexdiff:1,
silver:0,
exp:200,
}>>
<</widget>><div class = "popup">Dark wolves are native to the northern islands of the Archipelago, but have spread to its southern part as well. These dangerous predators are twice the size of a normal wolf, have thick, black fur and yellow eyes. Unlike their smaller cousins, they are solitary and will attack other dark wolves if they invade their territory. They prefer hunting in open areas, where they can use their speed to their advantage.
Dark wolves are aggressive and dangerous, especially when wounded.
Enemy type: beast
Max. HP: 35
Defence: 6
Magic defence: 4
Damage reduction: 1
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">FURY:</span> When dark wolf's HP falls below 25%, it flies into rage; all damage it deals is doubled.</div>
<a class="link-internal ui-close">Close</a><<widget "darkwolf">>
<<set setup.darkwolf to {
type:"beast",
maxhp:35,
mindamage:4,
maxdamage:7,
minpowerdamage:8,
maxpowerdamage:12,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:0,
defense:6,
escapediff:5,
dr:1,
drignore:0,
magicdefense:4,
diplomacydiff:0,
intimidatediff:5,
tamediff:8,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:4,
maxcooldown2:7,
mincooldown2:6,
evading:true,
evademessage:"The dark wolf jumped back to avoid the attack!",
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:"the dark wolf",
namecapitalised:"The dark wolf",
namefullcaps:"DARK WOLF",
nameundetermined:"a dark wolf",
nulldamagemessage:"but the dark wolf's thick fur protects it from any damage",
playermissmessage:["you miss", "the dark wolf dodges"],
deathmessage:"The dark wolf falls down dead.",
attackallmessages:["The dark wolf bites you", "The dark wolf claws at you", "The dark wolf pounces at you"],
attacknormalmessage:["The dark wolf bites you", "The dark wolf claws at you", "The dark wolf pounces at you"],
attackflyingmessage:[],
cantreachmessage:["The dark wolf growls angrily, but can't reach you.", "The dark wolf tries to attack, but can't reach you."],
specialattackmessage:"The dark wolf bites you savagely",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the dark wolf",
intromessage:["An enormous wolf with dark fur and glowing yellow eyes attacks you!", "A huge wolf approaches you, growling and raising its fur."],
codexdiff:1,
silver:0,
exp:100,
}>>
<</widget>><<widget "deathwolf">>
<<set setup.deathwolf to {
type:"beast",
maxhp:30,
mindamage:2,
maxdamage:6,
minpowerdamage:5,
maxpowerdamage:10,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:1,
specialattack2bonus:0,
defense:4,
escapediff:4,
dr:1,
drignore:0,
magicdefense:4,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:3,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:4,
maxcooldown2:7,
mincooldown2:6,
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:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the death wolf",
namecapitalised:"The death wolf",
namefullcaps:"DEATH WOLF",
nameundetermined:"a death wolf",
nulldamagemessage:"but the death wolf's skeletal body protects it from any damage",
playermissmessage:["you miss", "the death wolf dodges"],
deathmessage:"The death wolf falls down and stops moving.",
attackallmessages:["The death wolf bites you", "The death wolf claws at you", "The death wolf pounces at you"],
attacknormalmessage:["The death wolf bites you", "The death wolf claws at you", "The death wolf pounces at you"],
attackflyingmessage:[],
cantreachmessage:["The death wolf tries to attack, but can't reach you."],
specialattackmessage:"The death wolf bites you savagely",
specialattack2message:"The death wolf opens its mouth, releasing a sickly odour",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic animating the death wolf",
intromessage:["A half-decomposed corpse of a giant wolf, animated by magic, attacks you!", "You are attacked by a giant undead wolf!"],
codexdiff:1,
silver:0,
exp:70,
}>>
<</widget>><div class = "popup">Dark wolves are know for their strength and fierceness. Some unscrupulous mages reanimate corpses of these animals, creating frightening undead beasts.
Death wolves look like dessicated, skeletal dark wolves with blue magic fire burning where their eyes used to be. They don't understand complex orders, but will attack anything they see. Though slower and weaker than in life, they still are dangerous opponents.
Enemy type: mindless
Max. HP: 30
Defence: 4
Magic defence: 4
Damage reduction: 1
<span class = "heading">STUN IMMUNITY:</span> Death wolf cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Death wolf cannot be poisoned.
<span class = "heading">WEAKEN:</span> Death wolf's attacks can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "cryptoflostsouls">>
<<set $silver += 1000>><<set $potionbighealth += 2>><<set $potionbigmagic += 2>><<set $bottledexplosion += 1>>\
In the chest you find 1000 pieces of silver, 2 potent health potions, 2 potent magic potions, and a vial of Bottled Explosion!
<</widget>>
<<widget "barebonehall">>
<<set $silver += 600>><<set $swordowned += 1>><<set $scalearmour += 1>>\
In the chest you find 600 pieces of silver, a sword and a suit of scale armour!
<</widget>>
<<widget "shimmerbrookcave">>
<<set $silver += 1000>><<set $potionbighealth += 2>><<set $longbowowned += 1>>\
In the chest you find 1000 pieces of silver, 2 potent health potions and a sturdy longbow!
<</widget>>
<<widget "robbersmaze">>
<<set $silver += 700>><<set $bottledexplosion += 3>>\
In the chest you find 700 pieces of silver and 3 vials of Bottled Explosion!
<</widget>>
<<widget "wardrumcavern">>
<<set $silver += 1000>><<set $bottledthunder += 1>><<set $potionbighealth += 1>><<set $potionbigmana += 1>>\
In the chest you find 1000 pieces of silver, a vial of Bottled Thunder, a potent health potion and a potent magic potion!
<</widget>>
<<widget "earthrootcave">>
<<set $silver += 500>><<set $bottledexplosion += 1>><<set $potionbigmana += 1>><<set $crossbowowned += 1>>\
In the chest you find 500 pieces of silver, a vial of Bottled Explosion, a potent magic potion and a crossbow!
<</widget>>
<<widget "whisperingruins">>
<<set $silver += 1300>><<set $luxuryitems += 1>>\
In the chest you find 1300 pieces of silver and <<print setup.luxury.random()>> (a luxury item)!
<</widget>>
<<widget "crystalcave">>
<<set $silver += 3000>><<set $potionultimatehealth += 1>><<set $potionultimatemagic += 1>><<set $bottledthunder += 3>>\
In the chest you find 3000 pieces of silver, a grand health potion, a grand magic potion and 3 vials of Bottled Thunder!
<</widget>>
<<widget "necromancersfolly">>
<<set $silver += 2000>><<set $focuscharm += 1>><<set $luxuryitems += 1>>\
In the chest you find 2000 pieces of silver, a Focus Charm and <<print setup.luxury.random()>> (a luxury item)!
<</widget>>
<<widget "stonegardens">>
<<set $silver += 2000>><<set $diamond += 1>>\
In the chest you find 2000 pieces of silver and a diamond!
<</widget>>
<<widget "sleepingcity">>
<<set $silver += 1500>><<set $greatswordowned += 1>><<set $craftingmaterials += 3>>\
In the chest you find 1500 pieces of silver, a sturdy greatsword and some steel bars (crafting materials x 3)!
<</widget>>
<<widget "tomboftheancients">>
<<set $silver += 2000>><<set $potionultimatemagic += 2>><<set $bottledexplosion += 5>>\
In the chest you find 2000 pieces of silver, 2 grand magic potions and 5 vials of Bottled Explosion!
<</widget>>
<<widget "serpentsnest">>
<<set $silver += 3000>><<set $luxuryitems += 2>>\
In the chest you find 3000 pieces of silver, <<print setup.luxury.random()>> (a luxury item) and <<print setup.luxury.random()>> (a luxury item)!
<</widget>>
<<widget "whirlpoolcave">>
<<set $silver += 100>><<set $emerald += 1>><<set $sapphire += 1>>\
In the chest you find 1000 pieces of silver, an emerald and a sapphire!
<</widget>>
<<widget "ossuarygardens">>
<<set $silver += 3000>><<set $starryrobe += 1>>\
In the chest you find 3000 pieces of silver and an elaborately decorated silk robe.
Starry Robe received!
<</widget>>
<<widget "ruinsoftitanswalk">>
<<set $silver += 1000>><<set $potionultimatehealth += 2>><<set _gemstone to random(1,4)>><<if _gemstone == 1>><<set $diamond += 1>><<elseif _gemstone == 2>><<set $ruby += 1>><<elseif _gemstone == 3>><<set $emerald += 1>><<else>><<set $sapphire += 1>><</if>>\
In the chest you find 1000 pieces of silver, 2 grand health potions and <<if _gemstone == 1>>a diamond<<elseif _gemstone == 2>>a ruby<<elseif _gemstone == 3>>an emerald<<else>>a sapphire<</if>>!
<</widget>>
<<widget "howlingdepths">>
<<set $silver += 2000>><<set $bottledmist += 3>><<set $bottledexplosion += 3>>\
In the chest you find 2000 pieces of silver, 3 vials of Bottled Mist and 3 vials of Bottled Explosion!
<</widget>>
<<widget "brokentalon">>
<<set $silver += 2000>><<set $sungleamowned += 1>>\
In the chest you find 2000 pieces of silver and a curious sword with golden hilt.
Sungleam received!
<</widget>>
<<widget "candlewindtower">>
<<set $silver += 2000>><<set $phoenixbowowned += 1>>\
In the chest you find 2000 pieces of silver and a long bow decorated with carvings of fiery birds.
Phoenix Bow received!
<</widget>>
<<widget "thunderrock">>
<<set $silver += 2000>><<set $cursethornowned += 1>>\
In the chest you find 2000 pieces of silver and short bow made of thorny wood.
Curse Thorn received!
<</widget>>
<<set $dungeon2secretroomvisited to true>>\
<<if $dungeon2.type == "crypt">>You follow a narrow passage into a small chamber. In the chamber you find a battered coffin filled with treasure!
<<elseif $dungeon2.type == "cave">>You follow a winding passage into a small chamber overgrown with glowing moss. In the room you find a very old chest!
<<else>>You follow a narrow, dusty passage and a short flight of stairs into an underground room. In the room you discover a treasure chest!
<</if>>\
<<switch visited()>>\
<<case 1>>
<<set _treasure to random(1,3)>>\
<<if _treasure == 1>>\
<<set $bottledmist += 3>><<set $silver += 200>>\
<span class = "gold">You found 3 vials of Bottled Mist and 200 pieces of silver!</span>
<<elseif _treasure == 2>>\
<<set $axeowned += 1>><<set $silver += 50>>\
<span class = "gold">You found an old but sturdy axe and 50 pieces of silver!</span>
<<else>>\
<<set $silver += 100>><<set $potionbighealth += 1>>\
<span class = "gold">You found a potent health potion and 100 pieces of silver!</span>
<</if>>\
<<default>><</switch>>\
[[Exit the secret room|$currentdungeonroom.name]]<<unset $dungeon2bosstreasurenottaken>>\
<<if $dungeon2.name == "Crypt of Lost Souls">>\
<span class = "gold"><<cryptoflostsouls>></span>
<<elseif $dungeon2.name == "Bare Bone Hall">>\
<span class = "gold"><<barebonehall>></span>
<<elseif $dungeon2.name == "Shimmerbrook Cave">>\
<span class = "gold"><<shimmerbrookcave>></span>
<<elseif $dungeon2.name == "Robber's Maze">>\
<span class = "gold"><<robbersmaze>></span>
<<elseif $dungeon2.name == "Wardrum Cavern">>\
<span class = "gold"><<wardrumcavern>></span>
<<elseif $dungeon2.name == "Earthroot Cave">>\
<span class = "gold"><<earthrootcave>></span>
<<elseif $dungeon2.name == "Whispering Ruins">>\
<span class = "gold"><<whisperingruins>></span>
<</if>>\
[[Back|dungeon2I]] <<silently>><<cleardungeonroom>><</silently>>You back up to the door and throw a rock at the vial. As the rock hits the vial, there is a powerful explosion, but you're far enough to not get hurt. You can now cross the room safely.
[[Continue|$currentdungeonroom.name]]<<silently>><<cleardungeonroom>><</silently>><<set _roll to random(1,3)>><<set _roll += $survival>>\
<<if _roll >= 3>><<set $bottledexplosion +=1>>\
Slowly and with utmost concentration, you cross the room without touching any wires. You reach the opposite corner and remove the vial of mixture from the mechanism, disarming the trap.
<span class = "gold">You obtained a vial of Bottled Explosion!</span>
[[Continue|$currentdungeonroom.name]]
<<else>><<set $trapdamage to random(20,30) - $player.dr>><<set $playerhp -= $trapdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You try to slowly cross the room without touching any wires, but you take a careless step and trip over one of them. As the wire breaks, a violent explosion shakes the room, throwing you to the ground!
<span class = "gold">You take $trapdamage points of damage!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the explosion!
[[Continue|gameover]]
<<else>>\
You are shaken and bruised, but manage to get up after a while and continue your exploration.
[[Continue|$currentdungeonroom.name]]
<</if>>
<</if>><<widget "bandit">>
<<set setup.bandit to {
type:"sentient",
maxhp:25,
mindamage:3,
maxdamage:6,
minpowerdamage:8,
maxpowerdamage:11,
minpowerdamage2:4,
maxpowerdamage2:9,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:0,
specialattack2bonus:1,
defense:5,
escapediff:4,
dr:2,
drignore:0,
magicdefense:4,
diplomacydiff:6,
intimidatediff:5,
tamediff:0,
tamelevel:0,
bribe:80,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:3,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
maxcooldown:7,
mincooldown:4,
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:true,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the bandit",
namecapitalised:"The bandit",
namefullcaps:"BANDIT",
nameundetermined:"a bandit",
nulldamagemessage:"but the bandit's armour absorbs the damage",
playermissmessage:["you miss", "$enemy.name blocks the attack", "$enemy.name evades your attack"],
deathmessage:"The bandit drops down dead.",
attackallmessages:["The bandit attacks with the axe", "The bandit slashes at you", "The bandit swings the axe at you"],
attacknormalmessage:["The bandit attacks with the axe", "The bandit slashes at you", "The bandit swings the axe at you"],
attackflyingmessage:[],
cantreachmessage:["The bandit can't reach you."],
specialattackmessage:"The bandit makes an overhead axe attack",
specialattack2message:"The bandit pulls out a poisoned dagger and stabs at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the bandit",
intromessage:["A bandit, armed with axe and shield, attacks you!", "You are attacked by a rough-looking bandit!"],
codexdiff:1,
silver:100,
exp:70,
}>>
<</widget>><div class = "popup">Various rough individuals take up a bandit's life in the Archipelago. These common thugs will attack without hesitation if they suspect their victim has money or valuable possessions on them, but they can be scared away by tough-looking opponents, or bribed out of fighting.
Enemy type: sentient
Max. HP: 25
Defence: 5
Magic defence: 4
Damage reduction: 2
<span class = "heading">POISON:</span> Bandit's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a>
<div class = "popup">Smarter bandits prefer to fight from distance. These dangerous ruffians use their crossbows both for hunting and to ambush unsuspecting victims.
Enemy type: sentient
Max. HP: 25
Defence: 6
Magic defence: 4
Damage reduction: 2
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">POISON:</span> Bandit hunter's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "bandithunter">>
<<set setup.bandithunter to {
type:"sentient",
maxhp:25,
mindamage:2,
maxdamage:8,
minpowerdamage:6,
maxpowerdamage:14,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:0,
defense:6,
escapediff:4,
dr:2,
drignore:0,
magicdefense:4,
diplomacydiff:6,
intimidatediff:5,
tamediff:0,
tamelevel:0,
bribe:100,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:3,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
maxcooldown:5,
mincooldown:3,
maxcooldown2:6,
mincooldown2:4,
evading:true,
evademessage:"The bandit hunter jumped back to avoid the attack!",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:true,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the bandit hunter",
namecapitalised:"The bandit hunter",
namefullcaps:"BANDIT HUNTER",
nameundetermined:"a bandit hunter",
nulldamagemessage:"but the bandit's armour absorbs the damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The bandit hunter drops down dead.",
attackallmessages:["The bandit hunter attacks with the crossbow", "The bandit hunter shoots at you", "The bandit hunter shoots a bolt at you"],
attacknormalmessage:["The bandit hunter attacks with the crossbow", "The bandit hunter shoots at you", "The bandit hunter shoots a bolt at you"],
attackflyingmessage:["The bandit hunter attacks with the crossbow", "The bandit hunter shoots at you", "The bandit hunter shoots a bolt at you"],
cantreachmessage:[],
specialattackmessage:"The bandit hunter shoots a poisoned bolt at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the bandit",
intromessage:["A bandit, armed with a crossbow, attacks you!", "You are attacked by a crossbow-wielding bandit hunter!"],
codexdiff:1,
silver:150,
exp:90,
}>>
<</widget>><<widget "banditbrute">>
<<set setup.banditbrute to {
type:"sentient",
maxhp:50,
mindamage:5,
maxdamage:10,
minpowerdamage:10,
maxpowerdamage:18,
minpowerdamage2:4,
maxpowerdamage2:8,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:1,
specialattack2bonus:2,
defense:6,
escapediff:6,
dr:3,
drignore:0,
magicdefense:5,
diplomacydiff:9,
intimidatediff:9,
tamediff:0,
tamelevel:0,
bribe:400,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:3,
weakenduration:0,
fortifyduration:3,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:7,
maxcooldown:8,
mincooldown:5,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:true,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the bandit brute",
namecapitalised:"The bandit brute",
namefullcaps:"BANDIT BRUTE",
nameundetermined:"a bandit brute",
nulldamagemessage:"but the brute's armour absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The bandit brute collapses to the ground.",
attackallmessages:["The bandit brute delivers a blow with the club", "The bandit attacks with the heavy club", "The brute kicks you", "The brute throws a big chunk of rock at you", "The brute throws a javelin at you"],
attacknormalmessage:["The bandit brute delivers a blow with the club", "The bandit attacks with the heavy club", "The brute kicks you"],
attackflyingmessage:["The brute throws a big chunk of rock at you", "The brute throws a javelin at you"],
cantreachmessage:["The brute can't reach you!"],
specialattackmessage:"The brute charges at you, screaming, and delivers a crushing blow",
specialattack2message:"The brute pulls out a poisoned dagger and stabs at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the bandit brute",
intromessage:["You are attacked by a huge bandit armed with a heavy club!", "A hulking bandit in heavy armour attacks you!"],
codexdiff:1,
silver:500,
exp:200,
}>>
<</widget>><div class = "popup">Most bandit groups have a simple hierarchy: the bigger you are, the more respect you get. Huge, powerful brutes often lead gangs, even when there are smarter bandits around.
Enemy type: sentient
Max. HP: 50
Defence: 6
Magic defence: 5
Damage reduction: 3
<span class = "heading">STUN:</span> Bandit brute's attacks may stun the opponent.
<span class = "heading">POISON:</span> Bandit brute's attacks may poison the opponent.
<span class = "heading">FORTIFY:</span> Bandit brute can fortify themselves.</div>
<a class="link-internal ui-close">Close</a>
<<widget "goblinhero">>
<<set setup.goblinhero to {
type:"sentient",
maxhp:40,
mindamage:6,
maxdamage:11,
minpowerdamage:6,
maxpowerdamage:9,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:true,
volleyshots:4,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:1,
healmin:25,
healmax:25,
attackbonus:2,
specialattackbonus:1,
specialattack2bonus:0,
defense:7,
escapediff:6,
dr:2,
drignore:0,
magicdefense:5,
diplomacydiff:8,
intimidatediff:9,
tamediff:0,
tamelevel:0,
bribe:300,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:4,
poisonduration:0,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:3,
maxburndamage:6,
poisondamage:0,
maxcooldown:8,
mincooldown:6,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the goblin hero",
namecapitalised:"The goblin hero",
namefullcaps:"GOBLIN HERO",
nameundetermined:"a goblin hero",
nulldamagemessage:"but the goblin hero's armour absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The goblin hero drops the crossbow and collapses to the ground.",
attackallmessages:["The goblin hero stabs with a short sword", "The goblin makes an underhanded attack with a sword", "The goblin hero slashes at you", "The goblin hero shoots you with the crossbow", "The goblin hero attacks with the crossbow"],
attacknormalmessage:["The goblin hero stabs with a short sword", "The goblin makes an underhanded attack with a sword", "The goblin hero slashes at you"],
attackflyingmessage:["The goblin hero shoots you with the crossbow", "The goblin hero attacks with the crossbow"],
cantreachmessage:[""],
specialattackmessage:"The goblin hero fires a volley of $enemy.volleyshots flaming bolts<<if $enemyvolleyhits == 0>><<else>>. $enemyvolleyhits of them <<if $enemyvolleyhits == 1>>hits<<else>>hit<</if>> you<</if>>",
specialattack2message:"The goblin hero throws a bottle which breaks, releasing stinky gas",
healmessage:"The goblin hero drinks a health potion",
devourmessage:"",
playerdrainmessage:"the life force of the goblin hero",
intromessage:["You are attacked by a well-armed and determined goblin warrior!", "A really smart-looking goblin, armed with sword and crossbow, attacks you!"],
codexdiff:1,
silver:300,
exp:200,
}>>
<</widget>><div class = "popup">The bravest, strongest and smartest goblins become war-chiefs of their tribes. And the most powerful of the war-chiefs rise to be heroes, worshipped by the other goblins.
A goblin hero is a dangerous enemy, despite its small stature; after all, it had to display both strength and cunning to rise to its position.
Enemy type: sentient
Max. HP: 40
Defence: 7
Magic defence: 5
Damage reduction: 2
<span class = "heading">VOLLEY:</span> Goblin hero's special attack is a volley of shots;
each shot's chance to hit and damage are calculated separately.
<span class = "heading">HEAL (1):</span> Can restore part of its HP once per combat.
<span class = "heading">BURN:</span> Goblin hero's attacks may set the opponent on fire.
<span class = "heading">WEAKEN:</span> Goblin hero can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>
<<widget "renegademage">>
<<set setup.renegademage to {
type:"sentient",
maxhp:45,
mindamage:4,
maxdamage:9,
minpowerdamage:15,
maxpowerdamage:20,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"fire",
specialdamagetype:"magic",
specialdamage2type:"physical",
normalattackisspell:true,
specialisspell:true,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:1,
healmin:15,
healmax:20,
attackbonus:3,
specialattackbonus:4,
specialattack2bonus:99,
defense:6,
escapediff:6,
dr:2,
drignore:0,
magicdefense:7,
diplomacydiff:9,
intimidatediff:7,
tamediff:0,
tamelevel:0,
bribe:350,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:3,
maxburndamage:6,
poisondamage:0,
maxcooldown:6,
mincooldown:3,
maxcooldown2:7,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"burn1",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the renegade mage",
namecapitalised:"The renegade mage",
namefullcaps:"RENEGADE MAGE",
nameundetermined:"a renegade mage",
nulldamagemessage:"but the mage's enchanted robes absorbs all the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The renegade mage falls down dead.",
attackallmessages:["The mage casts a flaming arrow spell", "The renegade mage shoots a magic arrow", "The renegade mage attacks with a fire missile spell"],
attacknormalmessage:["The mage casts a flaming arrow spell", "The renegade mage shoots a magic arrow", "The renegade mage attacks with a fire missile spell"],
attackflyingmessage:["The mage casts a flaming arrow spell", "The renegade mage shoots a magic arrow", "The renegade mage attacks with a fire missile spell"],
cantreachmessage:[],
specialattackmessage:"The renegade mage shoots a powerful blast of magic energy at you",
specialattack2message:"The mage drinks a mystic potion to regain magic energy",
healmessage:"The renegade mage casts a healing spell",
devourmessage:"",
playerdrainmessage:"the life energy of the renegade mage",
intromessage:["You are attacked by a mage in crimson robes.", "A mage in crimson robes appears and smiles, summoning flames to attack you!"],
codexdiff:1,
silver:500,
exp:200,
}>>
<</widget>><div class = "popup">Renegade mages are interested only in the power magic grants them – they have no concern for the lives of others. They may be crazed hermits, outcasts from mage guilds or criminals running away from justice. A renegade mage always seeks to prove and develop their powers, preferably in combat.
Enemy type: sentient
Max. HP: 45
Defence: 6
Magic defence: 7
Damage reduction: 2
<span class = "heading">HEAL (1):</span> Can restore part of their HP once per combat.
<span class = "heading">STUN:</span> Renegade mage's attacks may stun the opponent.
<span class = "heading">BURN:</span> Renegade mage's attacks may set the opponent on fire.</div>
<a class="link-internal ui-close">Close</a><<set $fightingbandits to true>>\
<<switch visited()>><<case 1>>Several gangs of bandits have had their hideouts on $currentislandname for many years. The bandits frequently attack villages and lone homesteads, and disappear into the wilds whenever the locals gather in force to fight them. Most of the bandits are humans, armed with whatever they manage to steal, but, surprisingly, some gangs have goblins, trolls or even fearsome giants for members. The most dangerous groups are led by ruthless renegade mages or robber knights.
Locals are grateful to any adventurer willing to fight the bandits, as defeating even a few of them helps keep the constant threat in check.
You head into the wilderness, where the bandits have their hideouts.
<<default>>\
You're in the wilderness on $currentislandname, where numerous gangs of dangerous ruffians have their hideouts.
<</switch>>\
<<if $banditscounter > 0>>\
You explore for a long time, but you don't encounter a single enemy. The bandits in the area have gone into hiding after the losses they've taken. You have no doubt, though, that eventually they are going to regroup and start harassing the locals again.
<<else>>\
<<link [[Go to the area where the weaker gangs are active|banditsfighteasy]]>><<setbanditseasy>><</link>>
<<link [[Go to the area where the most dangerous gangs are active|banditsfighthard]]>><<setbanditshard>><</link>>
<</if>>\
<<link [[Return to town|$currentisland]]>><<unset $fightingbandits>><</link>><<widget "giantserpent">>
<<set setup.giantserpent to {
type:"beast",
maxhp:50,
mindamage:3,
maxdamage:9,
minpowerdamage:10,
maxpowerdamage:15,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:3,
defense:6,
escapediff:6,
dr:3,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:7,
tamediff:11,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:7,
maxcooldown:7,
mincooldown:5,
maxcooldown2:7,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"poison2",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:true,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the giant serpent",
namecapitalised:"The giant serpent",
namefullcaps:"GIANT SERPENT",
nameundetermined:"a giant serpent",
nulldamagemessage:"but the giant serpent's scales protect it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The giant serpent rolls over on its back and dies.",
attackallmessages:["The giant serpent bites you", "The serpent attacks with a bite", "The giant serpent spits venom at you", "The serpent hisses and spits venom"],
attacknormalmessage:["The giant serpent bites you", "The serpent attacks with a bite"],
attackflyingmessage:["The giant serpent spits venom at you", "The serpent hisses and spits venom"],
cantreachmessage:[],
specialattackmessage:"The serpent spits a ball of acid at you",
specialattack2message:"The serpent glares at you terrifyingly",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the serpent",
intromessage:["You are attacked by a giant serpent whose fangs are dripping with venom.", "A huge, green-grey serpent slithers forward, hissing angrily!"],
codexdiff:1,
silver:0,
exp:200,
}>>
<</widget>><div class = "popup">Giant, venomous serpents are among the most dangerous predators in the Archipelago. They mostly inhabit dark places, like caves and tunnels. These huge reptiles often surprise their prey by spitting deadly venom from a distance. They aren't picky eaters and will hunt anything they can swallow. However, they only attack when hungry or wounded.
Enemy type: beast
Max. HP: 50
Defence: 6
Magic defence: 5
Damage reduction: 3
<span class = "heading">FURY:</span> When giant serpent's HP falls below 25%, it flies into rage; all damage it deals is doubled.
<span class = "heading">POISON:</span> Giant serpent's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Giant serpent can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>This shiny metal shard used to animate a mechanical creature.
<a class="link-internal ui-close">Close</a><<widget "flickerbeetle">>
<<set setup.flickerbeetle to {
type:"beast",
maxhp:15,
mindamage:1,
maxdamage:5,
minpowerdamage:2,
maxpowerdamage:8,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"fire",
specialdamagetype:"fire",
specialdamage2type:"",
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:1,
specialattack2bonus:0,
defense:5,
escapediff:4,
dr:0,
drignore:0,
magicdefense:4,
diplomacydiff:0,
intimidatediff:4,
tamediff:7,
tamelevel:1,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:2,
maxburndamage:3,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:7,
mincooldown2:5,
evading:true,
evademessage:"The flicker beetle flies in an erratic pattern to avoid the attack!",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the flicker beetle",
namecapitalised:"The flicker beetle",
namefullcaps:"FLICKER BEETLE",
nameundetermined:"a flicker beetle",
nulldamagemessage:"but the flicker beetle's carapace protects it from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The flicker beetle falls to the ground, dead.",
attackallmessages:["The flicker beetle shoots fire at you", "The flicker beetle attacks with a jet of flame"],
attacknormalmessage:["The flicker beetle shoots fire at you", "The flicker beetle attacks with a jet of flame"],
attackflyingmessage:["The flicker beetle shoots fire at you", "The flicker beetle attacks with a jet of flame"],
cantreachmessage:[],
specialattackmessage:"The flicker beetle glows brightly and shoots a ball of fire at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the flicker beetle",
intromessage:["You're attacked by a giant orange beetle!", "A flame-spitting beetle flies towards you, buzzing angrily!"],
codexdiff:1,
silver:0,
exp:60,
}>>
<</widget>><div class = "popup">These orange beetles grow to the size of a human head. Despite their considerable weight, they can fly well. Their name comes from the flickering of flames which can be seen through the insects' semi-transparent abdomens. Flicker beetles produce flammable substances and can spit fire, which is why they have no natural predators. They're aggressive and will attack even creatures much larger than themselves.
Enemy type: beast
Max. HP: 15
Defence: 5
Magic defence: 4
Damage reduction: 0
<span class = "heading">FLYING:</span> Flicker beetle can fly.
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">FIRE RESISTANCE:</span> Flicker beetle only takes 50% of fire damage and is immune to burn.
<span class = "heading">BURN:</span> Flicker beetle's attacks may set the opponent on fire.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Part women, part birds, harpies are vicious and dangerous magical creatures that enjoy hunting down victims, using the advantage of flight and their bows. However, despite their monstrous looks, they're intelligent beings and can be reasoned with.
Enemy type: sentient
Max. HP: 40
Defence: 7
Magic defence: 5
Damage reduction: 2
<span class = "heading">FLYING:</span> The harpy can fly.
<span class = "heading">VOLLEY:</span> The harpy's special attack is a volley of shots;
each shot's chance to hit and damage are calculated separately.
<span class = "heading">MP DAMAGE:</span> The harpy has a special attack which damages the opponent's MP.
<span class = "heading">HEAL (1):</span> Can restore part of her HP once per combat.
<span class = "heading">WEAKEN:</span> The harpy can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "harpy">>
<<set setup.harpy to {
type:"sentient",
maxhp:40,
mindamage:3,
maxdamage:7,
minpowerdamage:6,
maxpowerdamage:10,
minpowerdamage2:5,
maxpowerdamage2:8,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:true,
volleyshots:3,
alternatingspecials:false,
special2damaging:true,
healing:true,
maxhealcharges:1,
healmin:10,
healmax:15,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:3,
defense:7,
escapediff:6,
dr:2,
drignore:0,
magicdefense:5,
diplomacydiff:7,
intimidatediff:8,
tamediff:0,
tamelevel:0,
bribe:250,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:7,
mincooldown:5,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:true,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the harpy",
namecapitalised:"The harpy",
namefullcaps:"HARPY",
nameundetermined:"a harpy",
nulldamagemessage:"but the harpy's light armour protects her from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The harpy falls down dead.",
attackallmessages:["The harpy shoots at you", "The harpy takes aim and shoots", "The harpy attacks you with her bow", "The harpy shoots an arrow at you"],
attacknormalmessage:["The harpy shoots at you", "The harpy takes aim and shoots", "The harpy attacks you with her bow", "The harpy shoots an arrow at you"],
attackflyingmessage:["The harpy shoots at you", "The harpy takes aim and shoots", "The harpy attacks you with her bow", "The harpy shoots an arrow at you"],
cantreachmessage:[],
specialattackmessage:"The harpy fires a volley of $enemy.volleyshots arrows<<if $enemyvolleyhits == 0>><<else>>. $enemyvolleyhits of them <<if $enemyvolleyhits == 1>>hits<<else>>hit<</if>> you<</if>>",
specialattack2message:"The harpy emits an ear-piercing shriek",
healmessage:"The harpy chants a healing spell",
devourmessage:"",
playerdrainmessage:"the life energy of the harpy",
intromessage:["A harpy flies at you, readying her bow to attack!", "You're attacked by a winged harpy armed with a bow!"],
codexdiff:1,
silver:200,
exp:180,
}>>
<</widget>>A small, opalescent crystal shard that's warm to the touch.
A faint whispering seems to be coming from it.
<a class="link-internal ui-close">Close</a><<widget "levelupcombat">>
<<set $combat to 2>>
<<set $exp -= 3000>>
<<set $player.defense += 1>>
<<set $player.attackbonus += 1>>
<</widget>>
<<widget "leveluptrading">>
<<set $trading to 2>>
<<set $exp -= 3000>>
<<setprices>>
<<set _marketsupplies to [2,2,3,3,3,4,4]>>
<<set $market1supply += _marketsupplies.pluck()>>
<<set $market2supply += _marketsupplies.pluck()>>
<<set $market3supply += _marketsupplies.pluck()>>
<<set $market4supply += _marketsupplies.pluck()>>
<<set $market5supply += _marketsupplies.pluck()>>
<<set $market6supply += _marketsupplies.pluck()>>
<<set $market7supply += _marketsupplies.pluck()>>
<</widget>>
<<widget "levelupmagic">>
<<set $magic to 2>>
<<set $exp -= 3000>>
<<set $player.magicdefense += 1>>
<<set $player.magicattackbonus += 1>>
<</widget>>
<<widget "levelupcharisma">>
<<set $charisma to 2>>
<<set $exp -= 3000>>
<</widget>>
<<widget "levelupsurvival">>
<<set $survival to 2>>
<<set $exp -= 3000>>
<</widget>>
<<widget "levelupvitality">>
<<set $vitality += 1>><<set $playerhp += 10>><<set $playermaxhp += 10>>
<</widget>>
<<widget "vitality">>\
<<if $vitality == 0 && $exp >= 250>>\
<<link[[level up (250 EXP)|levelup]]>><<set $exp -= 250>><<levelupvitality>><</link>>\
<<elseif $vitality == 0>>\
<span class = "red">level up (250 EXP)</span>
<<elseif $vitality == 1 && $exp >= 500>>\
<<link[[level up (500 EXP)|levelup]]>><<set $exp -= 500>><<levelupvitality>><</link>>\
<<elseif $vitality == 1>>\
<span class = "red">level up (500 EXP)</span>
<<elseif $vitality == 2 && $exp >= 1000>>\
<<link[[level up (1000 EXP)|levelup]]>><<set $exp -= 1000>><<levelupvitality>><</link>>\
<<elseif $vitality == 2>>\
<span class = "red">level up (1000 EXP)</span>
<<elseif $vitality == 3 && $exp >= 2000>>\
<<link[[level up (2000 EXP)|levelup]]>><<set $exp -= 2000>><<levelupvitality>><</link>>\
<<elseif $vitality == 3>>\
<span class = "red">level up (2000 EXP)</span>
<<elseif $vitality == 4 && $exp >= 3000>>\
<<link[[level up (3000 EXP)|levelup]]>><<set $exp -= 3000>><<levelupvitality>><</link>>\
<<elseif $vitality == 4>>\
<span class = "red">level up (3000 EXP)</span>
<</if>>\
<</widget>>
<<widget "levelupfocus">>
<<set $focus += 1>><<set $playermp += 10>><<set $playermaxmp += 10>>
<</widget>>
<<widget "focus">>\
<<if $magic == 0>>\
<span class = "red">level up (Magic required!)</span>
<<else>>\
<<if $focus == 0 && $exp >= 250>>\
<<link[[level up (250 EXP)|levelup]]>><<set $exp -= 250>><<levelupfocus>><</link>>\
<<elseif $focus == 0>>\
<span class = "red">level up (250 EXP)</span>
<<elseif $focus == 1 && $exp >= 500>>\
<<link[[level up (500 EXP)|levelup]]>><<set $exp -= 500>><<levelupfocus>><</link>>\
<<elseif $focus == 1>>\
<span class = "red">level up (500 EXP)</span>
<<elseif $focus == 2 && $exp >= 1000>>\
<<link[[level up (1000 EXP)|levelup]]>><<set $exp -= 1000>><<levelupfocus>><</link>>\
<<elseif $focus == 2>>\
<span class = "red">level up (1000 EXP)</span>
<<elseif $focus == 3 && $exp >= 2000>>\
<<link[[level up (2000 EXP)|levelup]]>><<set $exp -= 2000>><<levelupfocus>><</link>>\
<<elseif $focus == 3>>\
<span class = "red">level up (2000 EXP)</span>
<<elseif $focus == 4 && $exp >= 3000>>\
<<link[[level up (3000 EXP)|levelup]]>><<set $exp -= 3000>><<levelupfocus>><</link>>\
<<elseif $focus == 4>>\
<span class = "red">level up (3000 EXP)</span>
<</if>>\
<</if>>\
<</widget>>
<<widget "brawn">>\
<<if $brawn == 0 && $exp >= 250>>\
<<link[[level up (250 EXP)|levelup]]>><<set $exp -= 250>><<set $brawn += 1>><</link>>\
<<elseif $brawn == 0>>\
<span class = "red">level up (250 EXP)</span>
<<elseif $brawn == 1 && $exp >= 500>>\
<<link[[level up (500 EXP)|levelup]]>><<set $exp -= 500>><<set $brawn += 1>><</link>>\
<<elseif $brawn == 1>>\
<span class = "red">level up (500 EXP)</span>
<<elseif $brawn == 2 && $exp >= 1000>>\
<<link[[level up (1000 EXP)|levelup]]>><<set $exp -= 1000>><<set $brawn += 1>><</link>>\
<<elseif $brawn == 2>>\
<span class = "red">level up (1000 EXP)</span>
<<elseif $brawn == 3 && $exp >= 2000>>\
<<link[[level up (2000 EXP)|levelup]]>><<set $exp -= 2000>><<set $brawn += 1>><</link>>\
<<elseif $brawn == 3>>\
<span class = "red">level up (2000 EXP)</span>
<<elseif $brawn == 4 && $exp >= 3000>>\
<<link[[level up (3000 EXP)|levelup]]>><<set $exp -= 3000>><<set $brawn += 1>><</link>>\
<<elseif $brawn == 4>>\
<span class = "red">level up (3000 EXP)</span>
<</if>>\
<</widget>>
<<widget "spellpower">>\
<<if $magic == 0>>\
<span class = "red">level up (Magic required!)</span>
<<else>>\
<<if $spellpower == 0 && $exp >= 250>>\
<<link[[level up (250 EXP)|levelup]]>><<set $exp -= 250>><<set $spellpower += 1>><</link>>\
<<elseif $spellpower == 0>>\
<span class = "red">level up (250 EXP)</span>
<<elseif $spellpower == 1 && $exp >= 500>>\
<<link[[level up (500 EXP)|levelup]]>><<set $exp -= 500>><<set $spellpower += 1>><</link>>\
<<elseif $spellpower == 1>>\
<span class = "red">level up (500 EXP)</span>
<<elseif $spellpower == 2 && $exp >= 1000>>\
<<link[[level up (1000 EXP)|levelup]]>><<set $exp -= 1000>><<set $spellpower += 1>><</link>>\
<<elseif $spellpower == 2>>\
<span class = "red">level up (1000 EXP)</span>
<<elseif $spellpower == 3 && $exp >= 2000>>\
<<link[[level up (2000 EXP)|levelup]]>><<set $exp -= 2000>><<set $spellpower += 1>><</link>>\
<<elseif $spellpower == 3>>\
<span class = "red">level up (2000 EXP)</span>
<<elseif $spellpower == 4 && $exp >= 3000>>\
<<link[[level up (3000 EXP)|levelup]]>><<set $exp -= 3000>><<set $spellpower += 1>><</link>>\
<<elseif $spellpower == 4>>\
<span class = "red">level up (3000 EXP)</span>
<</if>>\
<</if>>\
<</widget>>
<<widget "fortune">>\
<<if $fortune == 0 && $exp >= 250>>\
<<link[[level up (250 EXP)|levelup]]>><<set $exp -= 250>><<set $fortune += 1>><</link>>\
<<elseif $fortune == 0>>\
<span class = "red">level up (250 EXP)</span>
<<elseif $fortune == 1 && $exp >= 500>>\
<<link[[level up (500 EXP)|levelup]]>><<set $exp -= 500>><<set $fortune += 1>><</link>>\
<<elseif $fortune == 1>>\
<span class = "red">level up (500 EXP)</span>
<<elseif $fortune == 2 && $exp >= 1000>>\
<<link[[level up (1000 EXP)|levelup]]>><<set $exp -= 1000>><<set $fortune += 1>><</link>>\
<<elseif $fortune == 2>>\
<span class = "red">level up (1000 EXP)</span>
<<elseif $fortune == 3 && $exp >= 2000>>\
<<link[[level up (2000 EXP)|levelup]]>><<set $exp -= 2000>><<set $fortune += 1>><</link>>\
<<elseif $fortune == 3>>\
<span class = "red">level up (2000 EXP)</span>
<<elseif $fortune == 4 && $exp >= 3000>>\
<<link[[level up (3000 EXP)|levelup]]>><<set $exp -= 3000>><<set $fortune += 1>><</link>>\
<<elseif $fortune == 4>>\
<span class = "red">level up (3000 EXP)</span>
<</if>>\
<</widget>>
<<widget "learncombat">>
<<set $exp -= 3000>><<set $silver -= 5000>>
<<set $combat to 1>>
<<set $player.defense += 1>>
<<set $player.attackbonus += 1>>
<</widget>>
<<widget "learnmagic">>
<<set $exp -= 3000>><<set $silver -= 5000>>
<<set $magic to 1>>
<<set $player.magicdefense += 1>>
<<set $player.magicattackbonus += 1>>
<</widget>>
<<widget "learntrading">>
<<set $exp -= 3000>><<set $silver -= 5000>>
<<set $trading to 1>>
<<setprices>>
<</widget>>
<<widget "learncharisma">>
<<set $exp -= 3000>><<set $silver -= 5000>>
<<set $charisma to 1>>
<</widget>>
<<widget "learnsurvival">>
<<set $exp -= 3000>><<set $silver -= 5000>>
<<set $survival to 1>>
<</widget>>
<<widget "levelupinfo">>\
<<if tags().includes("savespot")>>\
<<if $vitality == 0 && $exp >= 250 || $vitality == 1 && $exp >= 500 || $vitality == 2 && $exp >= 1000 || $vitality == 3 && $exp >= 2000 || $vitality == 4 && $exp >= 3000 || $focus == 0 && $exp >= 250 && $magic >= 1 || $focus == 1 && $exp >= 500 && $magic >= 1 || $focus == 2 && $exp >= 1000 && $magic >= 1 || $focus == 3 && $exp >= 2000 && $magic >= 1 || $focus == 4 && $exp >= 3000 && $magic >= 1 || $brawn == 0 && $exp >= 250 || $brawn == 1 && $exp >= 500 || $brawn == 2 && $exp >= 1000 || $brawn == 3 && $exp >= 2000 || $brawn == 4 && $exp >= 3000 || $spellpower == 0 && $exp >= 250 && $magic >= 1 || $spellpower == 1 && $exp >= 500 && $magic >= 1 || $spellpower == 2 && $exp >= 1000 && $magic >= 1 || $spellpower == 3 && $exp >= 2000 && $magic >= 1 || $spellpower == 4 && $exp >= 3000 && $magic >= 1 || $fortune == 0 && $exp >= 250 || $fortune == 1 && $exp >= 500 || $fortune == 2 && $exp >= 1000 || $fortune == 3 && $exp >= 2000 || $fortune == 4 && $exp >= 3000 || $combat == 1 && $exp >= 3000 || $magic == 1 && $exp >= 3000 || $trading == 1 && $exp >= 3000 || $survival == 1 && $exp >= 3000 || $charisma == 1 && $exp >= 3000>>\
<span class = "green">Enough EXP to level up skill(s)!</span>
<<else>><br>
<</if>>\
<<else>><br>
<</if>>\
<</widget>>\
<span class = "heading">MAIN SKILLS</span>
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Combat">><<script>>
Dialog.setup("Combat");
Dialog.wiki(Story.get("Combatstat").processText());
Dialog.open();
<</script>><</link>></span>: <<if $combat == 0>>untrained<<else>>level $combat/2<</if>></div>\
<div class="column middle"><<if $combat == 1 && $exp >= 3000>><<link [[level up (3000 EXP)|levelup]]>><<levelupcombat>><</link>><<elseif $combat == 1>><span class = "red">level up (3000 EXP)</span><</if>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Magic">><<script>>
Dialog.setup("Magic");
Dialog.wiki(Story.get("Magic").processText());
Dialog.open();
<</script>><</link>></span>: <<if $magic == 0>>untrained<<else>>level $magic/2<</if>></div>\
<div class="column middle"><<if $magic == 1 && $exp >= 3000>><<link [[level up (3000 EXP)|levelup]]>><<levelupmagic>><</link>><<elseif $magic == 1>><span class = "red">level up (3000 EXP)</span><</if>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Trading">><<script>>
Dialog.setup("Trading");
Dialog.wiki(Story.get("Trading").processText());
Dialog.open();
<</script>><</link>></span>: <<if $trading == 0>>untrained<<else>>level $trading/2<</if>></div><div class="column middle"><<if $trading == 1 && $exp >= 3000>><<link [[level up (3000 EXP)|levelup]]>><<leveluptrading>><</link>><<elseif $trading == 1>><span class = "red">level up (3000 EXP)</span><</if>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Charisma">><<script>>
Dialog.setup("Charisma");
Dialog.wiki(Story.get("Charisma").processText());
Dialog.open();
<</script>><</link>></span>: <<if $charisma == 0>>untrained<<else>>level $charisma/2<</if>></div><div class="column middle"><<if $charisma == 1 && $exp >= 3000>><<link [[level up (3000 EXP)|levelup]]>><<levelupcharisma>><</link>><<elseif $charisma == 1>><span class = "red">level up (3000 EXP)</span><</if>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Survival">><<script>>
Dialog.setup("Survival");
Dialog.wiki(Story.get("Survival").processText());
Dialog.open();
<</script>><</link>></span>: <<if $survival == 0>>untrained<<else>>level $survival/2<</if>></div><div class="column middle"><<if $survival == 1 && $exp >= 3000>><<link [[level up (3000 EXP)|levelup]]>><<levelupsurvival>><</link>><<elseif $survival == 1>><span class = "red">level up (3000 EXP)</span><</if>></div></div>\
<span class = "heading">SECONDARY SKILLS</span>
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Vitality">><<script>>
Dialog.setup("Vitality");
Dialog.wiki(Story.get("Vitality").processText());
Dialog.open();
<</script>><</link>></span>: level $vitality/5</div>\
<div class="column middle"><<vitality>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Focus">><<script>>
Dialog.setup("Focus");
Dialog.wiki(Story.get("Focus").processText());
Dialog.open();
<</script>><</link>></span>: level $focus/5</div>\
<div class="column middle"><<focus>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Brawn">><<script>>
Dialog.setup("Brawn");
Dialog.wiki(Story.get("Brawn").processText());
Dialog.open();
<</script>><</link>></span>: level $brawn/5</div>\
<div class="column middle"><<brawn>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Spellpower">><<script>>
Dialog.setup("Spellpower");
Dialog.wiki(Story.get("Spellpower").processText());
Dialog.open();
<</script>><</link>></span>: level $spellpower/5</div>\
<div class="column middle"><<spellpower>></div></div>\
<div class = "row">\
<div class="column left"><span class = "examine"><<link "Fortune">><<script>>
Dialog.setup("Fortune");
Dialog.wiki(Story.get("Fortune").processText());
Dialog.open();
<</script>><</link>></span>: level $fortune/5</div>\
<div class="column middle"><<fortune>></div></div>\
[[Close Level up view|$return]]<div class = "popup">Combat is the measure of the character's fighting prowess, both in offence and in defence. The level of Combat is added to all attack rolls (for basic attacks and Combat techniques), making characters skilled in Combat more likely to hit their opponents. It's added to the character's defence value as well, increasing their chances of evading physical attacks.
Each level of this skill also unlocks new, increasingly powerful techniques the character can use in combat.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Characters with the Magic skill can cast a variety of spells. Spells have to be learned at the Academy. Casting spells consumes Magic Points (MP).
More powerful spells require level 2 of the Magic skill to be learned and used.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Trading reflects the character's haggling skills, letting them both buy and sell at better prices. It also lets the character bribe sentient enemies, immediately ending combat if a certain amount of silver is paid.
Characters with Trading can recruit Mercenary and Elite Mercenary allies at inns.
Characters with level 2 Trading can also buy more trading resources at Traders' Markets.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Charisma is the measure of the character's charm and persuasive skills.
It unlocks a variety of options, such as: using Gather Information in inns to learn about yet unvisited islands; recording stories of island natives that can later be sold to the Academy; bypassing some Renown requirements; bluffing in card games. Level 1 of Charisma also unlocks Diplomacy and level 2 – Intimidate; both of these techniques can be used on certain enemies to immediately end combat.
Characters with Charisma can recruit Healer and Mystic allies at inns.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Characters with the Survival skill possess wilderness lore, are better at spotting danger ahead and can befriend wild beasts.
This skill makes avoiding traps easier and decreases the chances of being surprised by the enemy in the first round of combat (characters with level 2 Survival never get surprised).
Survival unlocks 2 techniques that can be used in combat as well: Study lets the character spend 1 turn analysing the opponent and adds that opponent to the Codex. Tame only works on beast enemies; if successful, it immediately ends combat and makes the beast your new ally! Some stronger enemies require level 2 of Survival to be Studied and/or Tamed.</div>
<a class="link-internal ui-close">Close</a>Each level of Focus increases the
character's max. Magic Points by 10.
<a class="link-internal ui-close">Close</a>Each level of Vitality increases the
character's max. Health Points by 10.
<a class="link-internal ui-close">Close</a>The value of Brawn is added to damage
caused by all attacks with melee weapons.
<a class="link-internal ui-close">Close</a>The value of Spellpower is added to damage
caused by spells and HP healed with spells.
1/2 of the Spellpower value (rounded up) is
added to status effect damage (poison and burn)
caused by the character.
<a class="link-internal ui-close">Close</a><div class = "popup">Fortune increases the amount of silver you gain from
defeating enemies and in mines; it also improves
your chances for gaining better loot from combat and getting positive results from some exploration and travel encounters.</div>
<a class="link-internal ui-close">Close</a><<if $thirdskill>>\
The scholars at the Academy refuse to teach you any more.
"We shared part of our knowledge with you," they explain. "We must focus on other students, and you should concentrate on developing skills you already possess."
<<else>>\
You wander the halls of the Academy and talk to scholars. They tell you anyone can study at the Academy, taking a selected course for a measly price of 5000 pieces of silver. However, you can only ever attend a single course, so you should choose wisely.
(Taking a course grants you a 3rd main skill at level 1. You need 5000 silver and 3000 EXP to learn it.)
<<if $combat == 0 && $exp >= 3000 && $silver >= 5000>>\
<<link [[Take the Practical Combat course|learncombat]]>><<learncombat>><</link>>
<<elseif $combat == 0 && $exp >= 3000>>\
Take the Practical Combat course<span id = "tab"><span class = "red">(not enough money!)</span></span>
<<elseif $combat == 0 && $silver >= 5000>>\
Take the Practical Combat course<span id = "tab"><span class = "red">(not enough experience!)</span></span>
<<elseif $combat == 0>>\
Take the Practical Combat course<span id = "tab"><span class = "red">(not enough money and experience!)</span></span>
<</if>>\
<<if $magic == 0 && $exp >= 3000 && $silver >= 5000>>\
<<link [[Take the Arcana of Magic course|learnmagic]]>><<learnmagic>><</link>>
<<elseif $magic == 0 && $exp >= 3000>>\
Take the Arcana of Magic course<span id = "tab"><span class = "red">(not enough money!)</span></span>
<<elseif $magic == 0 && $silver >= 5000>>\
Take the Arcana of Magic course<span id = "tab"><span class = "red">(not enough experience!)</span></span>
<<elseif $magic == 0>>\
Take the Arcana of Magic course<span id = "tab"><span class = "red">(not enough money and experience!)</span></span>
<</if>>\
<<if $trading == 0 && $exp >= 3000 && $silver >= 5000>>\
<<link [[Take the Successful Trading course|learntrading]]>><<learntrading>><</link>>
<<elseif $trading == 0 && $exp >= 3000>>\
Take the Successful Trading course<span id = "tab"><span class = "red">(not enough money!)</span></span>
<<elseif $trading == 0 && $silver >= 5000>>\
Take the Successful Trading course<span id = "tab"><span class = "red">(not enough experience!)</span></span>
<<elseif $trading == 0>>\
Take the Successful Trading course<span id = "tab"><span class = "red">(not enough money and experience!)</span></span>
<</if>>\
<<if $charisma == 0 && $exp >= 3000 && $silver >= 5000>>\
<<link [[Take the Personal Charisma course|learncharisma]]>><<learncharisma>><</link>>
<<elseif $charisma == 0 && $exp >= 3000>>\
Take the Personal Charisma course<span id = "tab"><span class = "red">(not enough money!)</span></span>
<<elseif $charisma == 0 && $silver >= 5000>>\
Take the Personal Charisma course<span id = "tab"><span class = "red">(not enough experience!)</span></span>
<<elseif $charisma == 0>>\
Take the Personal Charisma course<span id = "tab"><span class = "red">(not enough money and experience!)</span></span>
<</if>>\
<<if $survival == 0 && $exp >= 3000 && $silver >= 5000>>\
<<link [[Take the Art of Survival course|learnsurvival]]>><<learnsurvival>><</link>>
<<elseif $survival == 0 && $exp >= 3000>>\
Take the Art of Survival course<span id = "tab"><span class = "red">(not enough money!)</span></span>
<<elseif $survival == 0 && $silver >= 5000>>\
Take the Art of Survival course<span id = "tab"><span class = "red">(not enough experience!)</span></span>
<<elseif $survival == 0>>\
Take the Art of Survival course<span id = "tab"><span class = "red">(not enough money and experience!)</span></span>
<</if>>\
<</if>>\
[[Return to the Main Hall|academy]]<<set $thirdskill to true>>\
You take the Practical Combat course. It's short, but intense, and you learn a lot.
You gained the Combat skill!
[[Return to the Main Hall|academy]]<<set $thirdskill to true>>\
You take the Arcana of Magic course. Soon you learn how to use mystical energies to weave spells!
You gained the Magic skill!
[[Return to the Main Hall|academy]]<<set $thirdskill to true>>\
You take the Successful Trading course. You learn the strategies and tricks of a good merchant.
You gained the Trading skill!
[[Return to the Main Hall|academy]]<<set $thirdskill to true>>\
You take the Personal Charisma course. You learn how to be more convincing and influence people.
You gained the Charisma skill!
[[Return to the Main Hall|academy]]<<set $thirdskill to true>>\
You take the Art of Survival course. You learn a lot about living in the wilderness, about traps and wild beasts.
You gained the Survival skill!
[[Return to the Main Hall|academy]]<<widget "roadtoenchanter">><<if $currentislandterrain == "forest">>You follow a narrow path through the woods to<<elseif $currentislandterrain == "grassy">>You walk through windswept meadows, climb a hill and reach<<elseif $currentislandterrain == "icy">>You walk through a snowy copse of dwarf trees until you reach<<elseif $currentislandterrain == "jungle">>You follow a winding, overgrown path through the jungle until you reach the clearing with<<elseif $currentislandterrain == "marshy">>You cautiously follow the path through the overgrown swamp until you reach<<elseif $currentislandterrain == "rocky">>You climb a rocky path up a steep slope to reach<<elseif $currentislandterrain == "sandy">>You travel along a dry riverbed to a small oasis with<<else>>You cross a jagged basalt plain dotted with geysers to reach<</if>> the Enchanter's hut.<</widget>>
<<widget "roadtowitch">><<if $currentislandterrain == "forest">>You follow a winding path through the woods to a clearing with the Witch's house.<<elseif $currentislandterrain == "grassy">>You walk through meadows of fragrant herbs until you reach the Witch's house.<<elseif $currentislandterrain == "icy">>You walk through snow-covered woods to a clearing with the Witch's house.<<elseif $currentislandterrain == "jungle">>You go deeper and deeper into the dark jungle until you reach the Witch's house, built atop a giant tree.<<elseif $currentislandterrain == "marshy">>You traverse the bubbling marches until you reach a grassy island, where the Witch's house is.<<elseif $currentislandterrain == "rocky">>You climb a narrow path and reach the mountain meadow where the Witch's house is.<<elseif $currentislandterrain == "sandy">>You follow a path through the dunes to a secluded oasis where the Witch's house is.<<else>>You climb the slopes of an extinct volcano to reach the Witch's house.<</if>><</widget>>\
<<widget "descriptions">>
<<set setup.randomforestlocation to ["In a small glade in the pine forest", "Deep in the oak woods", "On a path in the linden woods", "In a small forest clearing", "Near a small waterfall in the forest"]>>
<<set setup.randomgrassylocation to ["On a sunny meadow", "In the rolling fields", "In a sunny valley", "Among the flowery meadows", "On the windswept grassy hills"]>>
<<set setup.randomicylocation to ["Deep in an ice canyon", "In a snow-covered forest of dwarf trees", "In the windswept snowy wastelands", "Among the snowy hills", "Near a frozen lake"]>>
<<set setup.randomjunglelocation to ["Deep in the untamed jungle", "On a clearing shaded by an enormous tree", "On a small jungle clearing", "On a winding, overgrown jungle path", "In a part of the jungle overgrown with ferns and tangled roots"]>>
<<set setup.randommarshylocation to ["On a path winding through the wetlands", "Near a muddy, overgrown lake", "Deep in the foggy marshes", "Near a small hut which has partially sunk into the bog", "Deep in the rush-overgrown swamplands"]>>
<<set setup.randomrockylocation to ["At a windy mountain pass", "On a small mountain meadow", "In the rocky mountain foothills", "In the barren rocky wastelands", "On a clearing by a mountain stream"]>>
<<set setup.randomsandylocation to ["In a small oasis among the sands", "Among the rolling dunes", "On a gravel stretch of desert", "In a ruined village, half-covered by sand", "In the parched sandy desert"]>>
<<set setup.randomvolcaniclocation to ["Near the crater of an extinct volcano", "On a plain of solidified lava", "On an ash-covered basalt plain", "In a rocky valley dotted with geysers", "On the foothills of a smoking volcano"]>>
<<set setup.randomforestroad to ["You're following a winding path through the woods", "You're traversing the dense forest", "You're following a path through an old forest of tall trees", "You're wading through dense overgrowth"]>>
<<set setup.randomgrassyroad to ["You're walking through grassy hills", "You're following a path through fields of tall grass", "You're crossing a plain of dry grass", "You're walking through meadows of green grass and wild flowers"]>>
<<set setup.randomicyroad to ["You're following a path marked by stone cairns protruding from the snow", "You're traversing an expansive glacier", "You're walking through frozen tundra", "You're traversing a snow-covered wasteland"]>>
<<set setup.randomjungleroad to ["You're following a narrow path through the jungle", "You're making your way through the dark jungle", "You're walking through the sultry rainforest", "You're following a jungle path overgrown with ferns"]>>
<<set setup.randommarshyroad to ["You're wading through a swamp", "You're following a grassy path through a marsh", "You're following a muddy stream down a valley", "You're traversing expansive backwaters overgrown with reed"]>>
<<set setup.randomrockyroad to ["You're climbing a narrow, rocky path", "You're walking through a mountain valley", "You're following a path which winds through a valley of strange stone formations", "You're traversing barren, rocky hills"]>>
<<set setup.randomsandyroad to ["You're traversing a sea of sand dunes", "You're walking through a plain of sand and gravel", "You're following a dry riverbed through sandy wastelands"]>>
<<set setup.randomvolcanicroad to ["You're walking through a field of basalt criss-crossed by volcanic fissures", "You're traversing the slope of a volcano", "You're walking along a deep fissure with a river of lava flowing at the bottom", "You're walking through a field of geysers which spit out smoke and vapour"]>>
<<set setup.randomforestroadsimple to ["You follow a winding path through the woods", "You traverse the dense forest", "You follow a path through an old forest of tall trees", "You wade through dense overgrowth"]>>
<<set setup.randomgrassyroadsimple to ["You walk through grassy hills", "You follow a path through fields of tall grass", "You cross a plain of dry grass", "You walk through meadows of green grass and wild flowers"]>>
<<set setup.randomicyroadsimple to ["You follow a path marked by stone cairns protruding from the snow", "You traverse an expansive glacier", "You walk through frozen tundra", "You traverse a snow-covered wasteland"]>>
<<set setup.randomjungleroadsimple to ["You follow a narrow path through the jungle", "You make your way through the dark jungle", "You walk through the sultry rainforest", "You follow a jungle path overgrown with ferns"]>>
<<set setup.randommarshyroadsimple to ["You wade through a swamp", "You follow a grassy path through a marsh", "You follow a muddy stream down a valley", "You traverse expansive backwaters overgrown with reed"]>>
<<set setup.randomrockyroadsimple to ["You climb a narrow, rocky path", "You walk through a mountain valley", "You follow a path which winds through a valley of strange stone formations", "You traverse barren, rocky hills"]>>
<<set setup.randomsandyroadsimple to ["You traverse a sea of sand dunes", "You walk through a plain of sand and gravel", "You follow a dry riverbed through sandy wastelands"]>>
<<set setup.randomvolcanicroadsimple to ["You walk through a field of basalt criss-crossed by volcanic fissures", "You traverse the slope of a volcano", "You walk along a deep fissure with a river of lava flowing at the bottom", "You walk through a field of geysers which spit out smoke and vapour"]>>
<<set setup.noquestforest to ["this year's crops, which are going to be really good", "a group of bandits who attacked a woodcutters' settlement, but were killed by the defenders", "recent rains, which made rivers in the area overflow", "the giant boar a group of hunters killed in the forest a few weeks ago"]>>
<<set setup.noquestgrassy to ["the crops, which are going to be better than last year", "a drought which negatively affected their crops", "a merchant ship which sailed into the harbour recently, bringing rare goods from distant places", "a gang of cattle thieves who were caught by the guards yesterday"]>>
<<set setup.noquesticy to ["the mighty snowstorm which happened a few weeks ago", "an avalanche that went down not long ago, almost destroying a small settlement", "the beautiful northern lights which appear in the sky this time of the year", "the abundance of fish in the waters near the island this year"]>>
<<set setup.noquestjungle to ["a disease spread by wild monkeys, which many people contracted a few months ago", "a plague of venomous snakes, which descended upon a nearby village, only to disappear back into the jungle the next day", "beautiful, but toxic flowers which bloom in the jungle this time of the year", "the weather, which is really good for the crops this year"]>>
<<set setup.noquestmarshy to ["an adventurous captain who came to their island recently", "a village which was abandoned by all inhabitants and later consumed by the spreading bog", "waterfowl, which nest on the island in great numbers", "recent rains, which made the marshes spread even more and put some settlements in danger"]>>
<<set setup.noquestrocky to ["a huge cave in the mountains, where an explorer found treasure a few weeks ago", "recent lightning storms, which raged for days", "a landslide which destroyed a mountain village a few months ago", "problems with the crops this year"]>>
<<set setup.noquestsandy to ["a giant sandstorm which happened a few weeks ago", "recently discovered remains of an explorer who disappeared in the desert years ago", "a giant pearl a local pearl hunter found recently", "wells in the area drying up, which threatens the crops"]>>
<<set setup.noquestvolcanic to ["a recent eruption which nearly wiped out a small village", "strange fiery creatures which walk the fields of basalt", "earthquakes that bother them from time to time", "a rain of ash which fell on their fields and orchards not long ago"]>>
<</widget>>
<<widget "randomplace">>\
<<if $currentislandterrain == "forest">><<print setup.randomforestlocation.random()>>\
<<elseif $currentislandterrain == "grassy">><<print setup.randomgrassylocation.random()>>\
<<elseif $currentislandterrain == "icy">><<print setup.randomicylocation.random()>>\
<<elseif $currentislandterrain == "jungle">><<print setup.randomjunglelocation.random()>>\
<<elseif $currentislandterrain == "marshy">><<print setup.randommarshylocation.random()>>\
<<elseif $currentislandterrain == "rocky">><<print setup.randomrockylocation.random()>>\
<<elseif $currentislandterrain == "sandy">><<print setup.randomsandylocation.random()>>\
<<else>><<print setup.randomvolcaniclocation.random()>><</if>>\
<</widget>>
<<widget "randomroad">>\
<<if $currentislandterrain == "forest">><<print setup.randomforestroad.random()>><<elseif $currentislandterrain == "grassy">><<print setup.randomgrassyroad.random()>><<elseif $currentislandterrain == "icy">><<print setup.randomicyroad.random()>><<elseif $currentislandterrain == "jungle">><<print setup.randomjungleroad.random()>><<elseif $currentislandterrain == "marshy">><<print setup.randommarshyroad.random()>><<elseif $currentislandterrain == "rocky">><<print setup.randomrockyroad.random()>><<elseif $currentislandterrain == "sandy">><<print setup.randomsandyroad.random()>><<else>><<print setup.randomvolcanicroad.random()>><</if>>\
<</widget>>
<<widget "randomroadsimple">>\
<<if $currentislandterrain == "forest">><<print setup.randomforestroadsimple.random()>><<elseif $currentislandterrain == "grassy">><<print setup.randomgrassyroadsimple.random()>><<elseif $currentislandterrain == "icy">><<print setup.randomicyroadsimple.random()>><<elseif $currentislandterrain == "jungle">><<print setup.randomjungleroadsimple.random()>><<elseif $currentislandterrain == "marshy">><<print setup.randommarshyroadsimple.random()>><<elseif $currentislandterrain == "rocky">><<print setup.randomrockyroadsimple.random()>><<elseif $currentislandterrain == "sandy">><<print setup.randomsandyroadsimple.random()>><<else>><<print setup.randomvolcanicroadsimple.random()>><</if>>\
<</widget>>
<<widget "noquestrumour">>\
<<if $currentislandterrain == "forest">><<print setup.noquestforest.random()>>\
<<elseif $currentislandterrain == "grassy">><<print setup.noquestgrassy.random()>>\
<<elseif $currentislandterrain == "icy">><<print setup.noquesticy.random()>>\
<<elseif $currentislandterrain == "jungle">><<print setup.noquestjungle.random()>>\
<<elseif $currentislandterrain == "marshy">><<print setup.noquestmarshy.random()>>\
<<elseif $currentislandterrain == "rocky">><<print setup.noquestrocky.random()>>\
<<elseif $currentislandterrain == "sandy">><<print setup.noquestsandy.random()>>\
<<else>><<print setup.noquestvolcanic.random()>>\
<</if>>\
<</widget>>\<<if $renown < 15>>\
The renowned scholars of the Academy agree to meet with you and consider accepting you as a member. They attentively listen as you recount your exploits<<if $renown >=5>> and are somewhat impressed, but decline to accept you as one of them just yet.
"You most certainly are a daring explorer," they admit. "You just need to gain some more fame and renown before you can join the Academy".
<<else>>, but aren't impressed.
"You might have the potential we're looking for," they admit, "but you're not nearly famous enough to join the elite ranks of the Academy."
<</if>>
You need at least 15 Renown to join the Academy!
[[Back|academy]]
<<else>>\
<<set $academymember to true>>\
The renowned scholars of the Academy agree to meet with you.
"Your fame precedes you," they say. "You're known all throughout the Archipelago. Even though you're an adventurer, and not a scholar, you're worthy of joining our elite ranks. Welcome to the Academy!"
A short ceremony is held in your honour, during which you talk with numerous scholars; they all seem really interested in your travels and ask many questions.
"$playername has much more field experience than any of us," the Dean of the Academy remarks. "That's very good! Exploration is at the forefront of all science and discovery. Please, don't stop travelling, $playername, only visit us from time to time to share your experiences."
Everyone agrees with the Dean's sentiment. The scholars congratulate you and cheer for you.
You're now a member of the Academy! You can access the Academy Library.
The Dean approaches you. "The Academy funds its members' research projects," he says. "You shall be granted a certain sum of money, unless you prefer to receive one of these fine artefacts. They were bequeathed to the Academy by some of our late members. Take a look and choose your welcome gift."
The Dean's assistants appear, carrying various artefacts and a large leather pouch.
<<link [[Take the 5000 pieces of silver|joinacademysilver]]>><<set $silver += 5000>><</link>>
<<link [[Take Sage's Staff|joinacademystaff]]>><<set $sagesstaffowned += 1>><</link>><span id = "tab"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Sage's Staff");
Dialog.wiki(Story.get("sagesstaff").processText());
Dialog.open();
<</script>>
<</link>></span></span>
<<link [[Take Needle|joinacademyneedle]]>><<set $needleowned += 1>><</link>><span id = "tab"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Needle");
Dialog.wiki(Story.get("needle").processText());
Dialog.open();
<</script>>
<</link>></span></span>
<<link [[Take Piercing Bow|joinacademybow]]>><<set $piercingbowowned += 1>><</link>><span id = "tab"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Piercing Bow");
Dialog.wiki(Story.get("piercingbow").processText());
Dialog.open();
<</script>>
<</link>></span></span>
<</if>>\<<if $academymember>>\
The guardian of the Library recognises you and lets you in.
"Best of luck in your studies, friend!" he says.
[[Read about Sorceress Mirlanda|bookmirlanda]]
[[Read about Hjafnir the Barbarian|bookhjafnir]]
[[Read 'The Adventures of Ragu the Ugly'|bookragu]]
[[Read the Report on Mysterious Pillars|bookpillars]]
<<if $tomblibrary>>\
[[Search for information about Queen Valarisa's tomb|librarytomb]]
<</if>>\
[[Leave the Library|academy]]
<<else>>\
You try to enter the Academy Library, but you're stopped at the door by its guardian.
"You cannot enter," he says. "Only members of the Academy may access the Library."
[[Ask how to become a member of the Academy|howtojoin]]
[[Return to the Main Hall|academy]]
<</if>>\"Normally, I would suggest joining the ranks of our scribes and students, then becoming an assistant to an Academy member, and eventually a full member." the guardian says. "But I can clearly see you're not a scholarly type. In that case, you could still become an honorary Academy member – but only if you're really famous and respected. In fact, we have accepted adventurers into our ranks before, however rare such cases might have been."
[[Go back|academy]]<<set $enchanterpersuaded to true>>\
You smile at the Enchanter and tell him about the things you've accomplished, and the much greater things you're certain to accomplish with the help of his excellent wares.
The Enchanter listens attentively and, finally, nods.
"You're convincing", he admits. "I think I should give you a chance of trying out my excellent items, after all. That is, if you can pay."
You can now buy from the Enchanter!
[[Back|enchanter]]
"I have a fine selection of rings and amulets here", says the Enchanter. "And I could make some even more powerful items for you, but you'd need to provide appropriate gems, in addition to paying the base price."
(Gemstones owned: Emeralds: $emerald; Sapphires: $sapphire; Rubies: $ruby; Diamonds: $diamond)
<span class = "heading"><h3>RINGS</h3></span>
<div class="leftcolumn">\
<span class = "examine"><<link "Nimble Ring">><<script>>
Dialog.setup("Nimble Ring");
Dialog.wiki(Story.get("nimblering").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $nimblering)
</div>\
<div class="rightcolumn">\
<<if $silver >= $nimbleringbuyprice>>\
<<link [["Buy (" + $nimbleringbuyprice + " silver)"|enchanterbuy]]>><<set $nimblering += 1>><<set $silver -= $nimbleringbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $nimbleringbuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Gale Ring">><<script>>
Dialog.setup("Gale Ring");
Dialog.wiki(Story.get("galering").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $galering)
</div>\
<div class="rightcolumn">\
<<if $silver >= $galeringbuyprice && $diamond >= 1>>\
<<link [["Buy (" + $galeringbuyprice + " silver, 1 diamond)"|enchanterbuy]]>><<set $galering += 1>><<set $silver -= $galeringbuyprice>><<set $diamond -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $galeringbuyprice>> silver, 1 diamond)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<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> (owned: $witchhuntersring)
</div>\
<div class="rightcolumn">\
<<if $silver >= $witchhuntersringbuyprice>>\
<<link [["Buy (" + $witchhuntersringbuyprice + " silver)"|enchanterbuy]]>><<set $witchhuntersring += 1>><<set $silver -= $witchhuntersringbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $witchhuntersringbuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Unbeliever's Ring">><<script>>
Dialog.setup("Unbeliever's Ring");
Dialog.wiki(Story.get("unbelieversring").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $unbelieversring)
</div>\
<div class="rightcolumn">\
<<if $silver >= $unbelieversringbuyprice && $diamond >= 1>>\
<<link [["Buy (" + $unbelieversringbuyprice + " silver, 1 diamond)"|enchanterbuy]]>><<set $unbelieversring += 1>><<set $silver -= $unbelieversringbuyprice>><<set $diamond -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $unbelieversringbuyprice>> silver, 1 diamond)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Crimson Ring">><<script>>
Dialog.setup("Crimson Ring");
Dialog.wiki(Story.get("crimsonring").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $crimsonring)
</div>\
<div class="rightcolumn">\
<<if $silver >= $crimsonringbuyprice && $ruby >= 1>>\
<<link [["Buy (" + $crimsonringbuyprice + " silver, 1 ruby)"|enchanterbuy]]>><<set $crimsonring += 1>><<set $silver -= $crimsonringbuyprice>><<set $ruby -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $crimsonringbuyprice>> silver, 1 ruby)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Azure Ring">><<script>>
Dialog.setup("Azure Ring");
Dialog.wiki(Story.get("azurering").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $azurering)
</div>\
<div class="rightcolumn">\
<<if $silver >= $azureringbuyprice && $sapphire >= 1>>\
<<link [["Buy (" + $azureringbuyprice + " silver, 1 sapphire)"|enchanterbuy]]>><<set $azurering += 1>><<set $silver -= $azureringbuyprice>><<set $sapphire -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $azureringbuyprice>> silver, 1 sapphire)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Purifying Ring">><<script>>
Dialog.setup("Purifying Ring");
Dialog.wiki(Story.get("purifyingring").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $purifyingring)
</div>\
<div class="rightcolumn">\
<<if $silver >= $purifyingringbuyprice && $emerald >= 1>>\
<<link [["Buy (" + $purifyingringbuyprice + " silver, 1 emerald)"|enchanterbuy]]>><<set $purifyingring += 1>><<set $silver -= $purifyingringbuyprice>><<set $emerald -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $purifyingringbuyprice>> silver, 1 emerald)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Iron Skull Ring">><<script>>
Dialog.setup("Iron Skull Ring");
Dialog.wiki(Story.get("ironskullring").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $ironskullring)
</div>\
<div class="rightcolumn">\
<<if $silver >= $ironskullringbuyprice && $emerald >= 1>>\
<<link [["Buy (" + $ironskullringbuyprice + " silver, 1 emerald)"|enchanterbuy]]>><<set $ironskullring += 1>><<set $silver -= $ironskullringbuyprice>><<set $emerald -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $ironskullringbuyprice>> silver, 1 emerald)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Bulwark Ring">><<script>>
Dialog.setup("Bulwark Ring");
Dialog.wiki(Story.get("bulwarkring").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $bulwarkring)
</div>\
<div class="rightcolumn">\
<<if $silver >= $bulwarkringbuyprice && $sapphire >= 1>>\
<<link [["Buy (" + $bulwarkringbuyprice + " silver, 1 sapphire)"|enchanterbuy]]>><<set $bulwarkring += 1>><<set $silver -= $bulwarkringbuyprice>><<set $sapphire -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $bulwarkringbuyprice>> silver, 1 sapphire)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Rejuvenating Ring">><<script>>
Dialog.setup("Rejuvenating Ring");
Dialog.wiki(Story.get("rejuvenatingring").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rejuvenatingring)
</div>\
<div class="rightcolumn">\
<<if $silver >= $rejuvenatingringbuyprice && $ruby >= 1>>\
<<link [["Buy (" + $rejuvenatingringbuyprice + " silver, 1 ruby)"|enchanterbuy]]>><<set $rejuvenatingring += 1>><<set $silver -= $rejuvenatingringbuyprice>><<set $ruby -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $rejuvenatingringbuyprice>> silver, 1 ruby)</span>
<</if>>\
</div>\
<span class = "heading"><h3>AMULETS</h3></span>
<div class="leftcolumn">\
<span class = "examine"><<link "Eagle-Eye Amulet">><<script>>
Dialog.setup("Eagle-Eye Amulet");
Dialog.wiki(Story.get("eagleeyeamulet").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $eagleeyeamulet)
</div>\
<div class="rightcolumn">\
<<if $silver >= $eagleeyeamuletbuyprice>>\
<<link [["Buy (" + $eagleeyeamuletbuyprice + " silver)"|enchanterbuy]]>><<set $eagleeyeamulet += 1>><<set $silver -= $eagleeyeamuletbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $eagleeyeamuletbuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Lynx Amulet">><<script>>
Dialog.setup("Lynx Amulet");
Dialog.wiki(Story.get("lynxamulet").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $lynxamulet)
</div>\
<div class="rightcolumn">\
<<if $silver >= $lynxamuletbuyprice && $sapphire >= 1>>\
<<link [["Buy (" + $lynxamuletbuyprice + " silver, 1 sapphire)"|enchanterbuy]]>><<set $lynxamulet += 1>><<set $silver -= $lynxamuletbuyprice>><<set $sapphire -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $lynxamuletbuyprice>> silver, 1 sapphire)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Sorcerer's Amulet">><<script>>
Dialog.setup("Sorcerer's Amulet");
Dialog.wiki(Story.get("sorcerersamulet").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $sorcerersamulet)
</div>\
<div class="rightcolumn">\
<<if $silver >= $sorcerersamuletbuyprice>>\
<<link [["Buy (" + $sorcerersamuletbuyprice + " silver)"|enchanterbuy]]>><<set $sorcerersamulet += 1>><<set $silver -= $sorcerersamuletbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $sorcerersamuletbuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Archmage's Amulet">><<script>>
Dialog.setup("Archmage's Amulet");
Dialog.wiki(Story.get("archmagesamulet").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $archmagesamulet)
</div>\
<div class="rightcolumn">\
<<if $silver >= $archmagesamuletbuyprice && $emerald >= 1>>\
<<link [["Buy (" + $archmagesamuletbuyprice + " silver, 1 emerald)"|enchanterbuy]]>><<set $archmagesamulet += 1>><<set $silver -= $archmagesamuletbuyprice>><<set $emerald -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $archmagesamuletbuyprice>> silver, 1 emerald)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Slayer's Amulet">><<script>>
Dialog.setup("Slayer's Amulet");
Dialog.wiki(Story.get("slayersamulet").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $slayersamulet)
</div>\
<div class="rightcolumn">\
<<if $silver >= $slayersamuletbuyprice>>\
<<link [["Buy (" + $slayersamuletbuyprice + " silver)"|enchanterbuy]]>><<set $slayersamulet += 1>><<set $silver -= $slayersamuletbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $slayersamuletbuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Assassin's Amulet">><<script>>
Dialog.setup("Assassin's Amulet");
Dialog.wiki(Story.get("assassinsamulet").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $assassinsamulet)
</div>\
<div class="rightcolumn">\
<<if $silver >= $assassinsamuletbuyprice && $ruby >= 1>>\
<<link [["Buy (" + $assassinsamuletbuyprice + " silver, 1 ruby)"|enchanterbuy]]>><<set $assassinsamulet += 1>><<set $silver -= $assassinsamuletbuyprice>><<set $ruby -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $assassinsamuletbuyprice>> silver, 1 ruby)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Troll's Charm">><<script>>
Dialog.setup("Troll's Charm");
Dialog.wiki(Story.get("trollscharm").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $trollscharm)
</div>\
<div class="rightcolumn">\
<<if $silver >= $trollscharmbuyprice>>\
<<link [["Buy (" + $trollscharmbuyprice + " silver)"|enchanterbuy]]>><<set $trollscharm += 1>><<set $silver -= $trollscharmbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $trollscharmbuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Titan's Charm">><<script>>
Dialog.setup("Titan's Charm");
Dialog.wiki(Story.get("titanscharm").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $titanscharm)
</div>\
<div class="rightcolumn">\
<<if $silver >= $titanscharmbuyprice && $ruby >= 1>>\
<<link [["Buy (" + $titanscharmbuyprice + " silver, 1 ruby)"|enchanterbuy]]>><<set $titanscharm += 1>><<set $silver -= $titanscharmbuyprice>><<set $ruby -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $titanscharmbuyprice>> silver, 1 ruby)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Focus Charm">><<script>>
Dialog.setup("Focus Charm");
Dialog.wiki(Story.get("focuscharm").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $focuscharm)
</div>\
<div class="rightcolumn">\
<<if $silver >= $focuscharmbuyprice>>\
<<link [["Buy (" + $focuscharmbuyprice + " silver)"|enchanterbuy]]>><<set $focuscharm += 1>><<set $silver -= $focuscharmbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $focuscharmbuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Wisdom Charm">><<script>>
Dialog.setup("Wisdom Charm");
Dialog.wiki(Story.get("wisdomcharm").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $wisdomcharm)
</div>\
<div class="rightcolumn">\
<<if $silver >= $wisdomcharmbuyprice && $diamond >= 1>>\
<<link [["Buy (" + $wisdomcharmbuyprice + " silver, 1 diamond)"|enchanterbuy]]>><<set $wisdomcharm += 1>><<set $silver -= $wisdomcharmbuyprice>><<set $diamond -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $wisdomcharmbuyprice>> silver, 1 diamond)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Quickdraw Necklace">><<script>>
Dialog.setup("Quickdraw Necklace");
Dialog.wiki(Story.get("quickdrawnecklace").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $quickdrawnecklace)
</div>\
<div class="rightcolumn">\
<<if $silver >= $quickdrawnecklacebuyprice>>\
<<link [["Buy (" + $quickdrawnecklacebuyprice + " silver)"|enchanterbuy]]>><<set $quickdrawnecklace += 1>><<set $silver -= $quickdrawnecklacebuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $quickdrawnecklacebuyprice>> silver)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Amulet of Shadows">><<script>>
Dialog.setup("Amulet of Shadows");
Dialog.wiki(Story.get("amuletofshadows").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $amuletofshadows)
</div>\
<div class="rightcolumn">\
<<if $silver >= $amuletofshadowsbuyprice && $diamond >= 1>>\
<<link [["Buy (" + $amuletofshadowsbuyprice + " silver, 1 diamond)"|enchanterbuy]]>><<set $amuletofshadows += 1>><<set $silver -= $amuletofshadowsbuyprice>><<set $diamond -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $amuletofshadowsbuyprice>> silver, 1 diamond)</span>
<</if>>\
</div>\
<div class="leftcolumn">\
<span class = "examine"><<link "Necklace of Skulls">><<script>>
Dialog.setup("Necklace of Skulls");
Dialog.wiki(Story.get("necklaceofskulls").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $necklaceofskulls)
</div>\
<div class="rightcolumn">\
<<if $silver >= $necklaceofskullsbuyprice && $ruby >= 1>>\
<<link [["Buy (" + $necklaceofskullsbuyprice + " silver, 1 ruby)"|enchanterbuy]]>><<set $necklaceofskulls += 1>><<set $silver -= $necklaceofskullsbuyprice>><<set $ruby -= 1>><</link>>
<<else>>\
<span class = "red">Buy (<<print $necklaceofskullsbuyprice>> silver, 1 ruby)</span>
<</if>>\
</div>\
[[Back|enchanter]]A magic amulet which makes piercing through enemy armour much easier.
The wearer's physical attacks ignore 2 points of enemy damage reduction.
<a class="link-internal ui-close">Close</a>
<<widget "decreaseexplorecounters">>
<<if $island1explorecounter > 0>><<set $island1explorecounter -= 1>><</if>>
<<if $island2explorecounter > 0>><<set $island2explorecounter -= 1>><</if>>
<<if $island3explorecounter > 0>><<set $island3explorecounter -= 1>><</if>>
<<if $island4explorecounter > 0>><<set $island4explorecounter -= 1>><</if>>
<<if $island5explorecounter > 0>><<set $island5explorecounter -= 1>><</if>>
<<if $island6explorecounter > 0>><<set $island6explorecounter -= 1>><</if>>
<<if $island7explorecounter > 0>><<set $island7explorecounter -= 1>><</if>>
<<if $island8explorecounter > 0>><<set $island8explorecounter -= 1>><</if>>
<<if $island9explorecounter > 0>><<set $island9explorecounter -= 1>><</if>>
<<if $island10explorecounter > 0>><<set $island10explorecounter -= 1>><</if>>
<<if $island11explorecounter > 0>><<set $island11explorecounter -= 1>><</if>>
<<if $island12explorecounter > 0>><<set $island12explorecounter -= 1>><</if>>
<<if $island13explorecounter > 0>><<set $island13explorecounter -= 1>><</if>>
<<if $island14explorecounter > 0>><<set $island14explorecounter -= 1>><</if>>
<<if $island15explorecounter > 0>><<set $island15explorecounter -= 1>><</if>>
<<if $island16explorecounter > 0>><<set $island16explorecounter -= 1>><</if>>
<<if $mindlesscounter > 0>><<set $mindlesscounter -= 1>><</if>>
<<if $beastscounter > 0>><<set $beastscounter -= 1>><</if>>
<<if $banditscounter > 0>><<set $banditscounter -= 1>><</if>>
<</widget>>
<<widget "setupexplore">>
<<set $explore to ["hunterstrade", "dangerouspath", "puddle", "priestess", "distrustinghunters", "ruins", "mysticmerchant"]>>
<<set $exploreunique to ["exploredragon", "woundedhunter", "hunger", "blackpearlland", "mistspiritinfo", "tinywoman", "minstrels", "deadhunter"]>>
<<set $island1explorecounter to 0>>
<<set $island2explorecounter to 0>>
<<set $island3explorecounter to 0>>
<<set $island4explorecounter to 0>>
<<set $island5explorecounter to 0>>
<<set $island6explorecounter to 0>>
<<set $island7explorecounter to 0>>
<<set $island8explorecounter to 0>>
<<set $island9explorecounter to 0>>
<<set $island10explorecounter to 0>>
<<set $island11explorecounter to 0>>
<<set $island12explorecounter to 0>>
<<set $island13explorecounter to 0>>
<<set $island14explorecounter to 0>>
<<set $island15explorecounter to 0>>
<<set $island16explorecounter to 0>>
<</widget>>
<<widget "island1explore">>
<<set $island1explore to clone($explore)>>
<<if $island1.terrain == "forest">>
<<run $island1explore.push("exploreforest", "exploreforest2")>>
<<elseif $island1.terrain == "grassy">>
<<run $island1explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island1.terrain == "icy">>
<<run $island1explore.push("exploreicy", "exploreicy2")>>
<<elseif $island1.terrain == "jungle">>
<<run $island1explore.push("explorejungle", "explorejungle2")>>
<<elseif $island1.terrain == "marshy">>
<<run $island1explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island1.terrain == "rocky">>
<<run $island1explore.push("explorerocky", "explorerocky2")>>
<<elseif $island1.terrain == "sandy">>
<<run $island1explore.push("exploresandy", "exploresandy2")>>
<<elseif $island1.terrain == "volcanic">>
<<run $island1explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<if $wanderermet == 0>><<set _wandererroll to random(1,3)>><<else>><<set _wandererroll to random(1,2)>><</if>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island1explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island1explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island2explore">>
<<set $island2explore to clone($explore)>>
<<if $island2.terrain == "forest">>
<<run $island2explore.push("exploreforest", "exploreforest2")>>
<<elseif $island2.terrain == "grassy">>
<<run $island2explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island2.terrain == "icy">>
<<run $island2explore.push("exploreicy", "exploreicy2")>>
<<elseif $island2.terrain == "jungle">>
<<run $island2explore.push("explorejungle", "explorejungle2")>>
<<elseif $island2.terrain == "marshy">>
<<run $island2explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island2.terrain == "rocky">>
<<run $island2explore.push("explorerocky", "explorerocky2")>>
<<elseif $island2.terrain == "sandy">>
<<run $island2explore.push("exploresandy", "exploresandy2")>>
<<elseif $island2.terrain == "volcanic">>
<<run $island2explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island2explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island2explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island3explore">>
<<set $island3explore to clone($explore)>>
<<if $island3.terrain == "forest">>
<<run $island3explore.push("exploreforest", "exploreforest2")>>
<<elseif $island3.terrain == "grassy">>
<<run $island3explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island3.terrain == "icy">>
<<run $island3explore.push("exploreicy", "exploreicy2")>>
<<elseif $island3.terrain == "jungle">>
<<run $island3explore.push("explorejungle", "explorejungle2")>>
<<elseif $island3.terrain == "marshy">>
<<run $island3explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island3.terrain == "rocky">>
<<run $island3explore.push("explorerocky", "explorerocky2")>>
<<elseif $island3.terrain == "sandy">>
<<run $island3explore.push("exploresandy", "exploresandy2")>>
<<elseif $island3.terrain == "volcanic">>
<<run $island3explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island3explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island3explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island4explore">>
<<set $island4explore to clone($explore)>>
<<if $island4.terrain == "forest">>
<<run $island4explore.push("exploreforest", "exploreforest2")>>
<<elseif $island4.terrain == "grassy">>
<<run $island4explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island4.terrain == "icy">>
<<run $island4explore.push("exploreicy", "exploreicy2")>>
<<elseif $island4.terrain == "jungle">>
<<run $island4explore.push("explorejungle", "explorejungle2")>>
<<elseif $island4.terrain == "marshy">>
<<run $island4explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island4.terrain == "rocky">>
<<run $island4explore.push("explorerocky", "explorerocky2")>>
<<elseif $island4.terrain == "sandy">>
<<run $island4explore.push("exploresandy", "exploresandy2")>>
<<elseif $island4.terrain == "volcanic">>
<<run $island4explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island4explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island4explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island5explore">>
<<set $island5explore to clone($explore)>>
<<if $island5.terrain == "forest">>
<<run $island5explore.push("exploreforest", "exploreforest2")>>
<<elseif $island5.terrain == "grassy">>
<<run $island5explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island5.terrain == "icy">>
<<run $island5explore.push("exploreicy", "exploreicy2")>>
<<elseif $island5.terrain == "jungle">>
<<run $island5explore.push("explorejungle", "explorejungle2")>>
<<elseif $island5.terrain == "marshy">>
<<run $island5explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island5.terrain == "rocky">>
<<run $island5explore.push("explorerocky", "explorerocky2")>>
<<elseif $island5.terrain == "sandy">>
<<run $island5explore.push("exploresandy", "exploresandy2")>>
<<elseif $island5.terrain == "volcanic">>
<<run $island5explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island5explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island5explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island6explore">>
<<set $island6explore to clone($explore)>>
<<if $island6.terrain == "forest">>
<<run $island6explore.push("exploreforest", "exploreforest2")>>
<<elseif $island6.terrain == "grassy">>
<<run $island6explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island6.terrain == "icy">>
<<run $island6explore.push("exploreicy", "exploreicy2")>>
<<elseif $island6.terrain == "jungle">>
<<run $island6explore.push("explorejungle", "explorejungle2")>>
<<elseif $island6.terrain == "marshy">>
<<run $island6explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island6.terrain == "rocky">>
<<run $island6explore.push("explorerocky", "explorerocky2")>>
<<elseif $island6.terrain == "sandy">>
<<run $island6explore.push("exploresandy", "exploresandy2")>>
<<elseif $island6.terrain == "volcanic">>
<<run $island6explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island6explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island6explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island7explore">>
<<set $island7explore to clone($explore)>>
<<if $island7.terrain == "forest">>
<<run $island7explore.push("exploreforest", "exploreforest2")>>
<<elseif $island7.terrain == "grassy">>
<<run $island7explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island7.terrain == "icy">>
<<run $island7explore.push("exploreicy", "exploreicy2")>>
<<elseif $island7.terrain == "jungle">>
<<run $island7explore.push("explorejungle", "explorejungle2")>>
<<elseif $island7.terrain == "marshy">>
<<run $island7explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island7.terrain == "rocky">>
<<run $island7explore.push("explorerocky", "explorerocky2")>>
<<elseif $island7.terrain == "sandy">>
<<run $island7explore.push("exploresandy", "exploresandy2")>>
<<elseif $island7.terrain == "volcanic">>
<<run $island7explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island7explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island7explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island8explore">>
<<set $island8explore to clone($explore)>>
<<if $island8.terrain == "forest">>
<<run $island8explore.push("exploreforest", "exploreforest2")>>
<<elseif $island8.terrain == "grassy">>
<<run $island8explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island8.terrain == "icy">>
<<run $island8explore.push("exploreicy", "exploreicy2")>>
<<elseif $island8.terrain == "jungle">>
<<run $island8explore.push("explorejungle", "explorejungle2")>>
<<elseif $island8.terrain == "marshy">>
<<run $island8explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island8.terrain == "rocky">>
<<run $island8explore.push("explorerocky", "explorerocky2")>>
<<elseif $island8.terrain == "sandy">>
<<run $island8explore.push("exploresandy", "exploresandy2")>>
<<elseif $island8.terrain == "volcanic">>
<<run $island8explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island8explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island8explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island9explore">>
<<set $island9explore to clone($explore)>>
<<if $island9.terrain == "forest">>
<<run $island9explore.push("exploreforest", "exploreforest2")>>
<<elseif $island9.terrain == "grassy">>
<<run $island9explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island9.terrain == "icy">>
<<run $island9explore.push("exploreicy", "exploreicy2")>>
<<elseif $island9.terrain == "jungle">>
<<run $island9explore.push("explorejungle", "explorejungle2")>>
<<elseif $island9.terrain == "marshy">>
<<run $island9explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island9.terrain == "rocky">>
<<run $island9explore.push("explorerocky", "explorerocky2")>>
<<elseif $island9.terrain == "sandy">>
<<run $island9explore.push("exploresandy", "exploresandy2")>>
<<elseif $island9.terrain == "volcanic">>
<<run $island9explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island9explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island9explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island10explore">>
<<set $island10explore to clone($explore)>>
<<if $island10.terrain == "forest">>
<<run $island10explore.push("exploreforest", "exploreforest2")>>
<<elseif $island10.terrain == "grassy">>
<<run $island10explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island10.terrain == "icy">>
<<run $island10explore.push("exploreicy", "exploreicy2")>>
<<elseif $island10.terrain == "jungle">>
<<run $island10explore.push("explorejungle", "explorejungle2")>>
<<elseif $island10.terrain == "marshy">>
<<run $island10explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island10.terrain == "rocky">>
<<run $island10explore.push("explorerocky", "explorerocky2")>>
<<elseif $island10.terrain == "sandy">>
<<run $island10explore.push("exploresandy", "exploresandy2")>>
<<elseif $island10.terrain == "volcanic">>
<<run $island10explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island10explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island10explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island11explore">>
<<set $island11explore to clone($explore)>>
<<if $island11.terrain == "forest">>
<<run $island11explore.push("exploreforest", "exploreforest2")>>
<<elseif $island11.terrain == "grassy">>
<<run $island11explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island11.terrain == "icy">>
<<run $island11explore.push("exploreicy", "exploreicy2")>>
<<elseif $island11.terrain == "jungle">>
<<run $island11explore.push("explorejungle", "explorejungle2")>>
<<elseif $island11.terrain == "marshy">>
<<run $island11explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island11.terrain == "rocky">>
<<run $island11explore.push("explorerocky", "explorerocky2")>>
<<elseif $island11.terrain == "sandy">>
<<run $island11explore.push("exploresandy", "exploresandy2")>>
<<elseif $island11.terrain == "volcanic">>
<<run $island11explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island11explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island11explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island12explore">>
<<set $island12explore to clone($explore)>>
<<if $island12.terrain == "forest">>
<<run $island12explore.push("exploreforest", "exploreforest2")>>
<<elseif $island12.terrain == "grassy">>
<<run $island12explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island12.terrain == "icy">>
<<run $island12explore.push("exploreicy", "exploreicy2")>>
<<elseif $island12.terrain == "jungle">>
<<run $island12explore.push("explorejungle", "explorejungle2")>>
<<elseif $island12.terrain == "marshy">>
<<run $island12explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island12.terrain == "rocky">>
<<run $island12explore.push("explorerocky", "explorerocky2")>>
<<elseif $island12.terrain == "sandy">>
<<run $island12explore.push("exploresandy", "exploresandy2")>>
<<elseif $island12.terrain == "volcanic">>
<<run $island12explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island12explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island12explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island13explore">>
<<set $island13explore to clone($explore)>>
<<if $island13.terrain == "forest">>
<<run $island13explore.push("exploreforest", "exploreforest2")>>
<<elseif $island13.terrain == "grassy">>
<<run $island13explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island13.terrain == "icy">>
<<run $island13explore.push("exploreicy", "exploreicy2")>>
<<elseif $island13.terrain == "jungle">>
<<run $island13explore.push("explorejungle", "explorejungle2")>>
<<elseif $island13.terrain == "marshy">>
<<run $island13explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island13.terrain == "rocky">>
<<run $island13explore.push("explorerocky", "explorerocky2")>>
<<elseif $island13.terrain == "sandy">>
<<run $island13explore.push("exploresandy", "exploresandy2")>>
<<elseif $island13.terrain == "volcanic">>
<<run $island13explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island13explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island13explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island14explore">>
<<set $island14explore to clone($explore)>>
<<if $island14.terrain == "forest">>
<<run $island14explore.push("exploreforest", "exploreforest2")>>
<<elseif $island14.terrain == "grassy">>
<<run $island14explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island14.terrain == "icy">>
<<run $island14explore.push("exploreicy", "exploreicy2")>>
<<elseif $island14.terrain == "jungle">>
<<run $island14explore.push("explorejungle", "explorejungle2")>>
<<elseif $island14.terrain == "marshy">>
<<run $island14explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island14.terrain == "rocky">>
<<run $island14explore.push("explorerocky", "explorerocky2")>>
<<elseif $island14.terrain == "sandy">>
<<run $island14explore.push("exploresandy", "exploresandy2")>>
<<elseif $island14.terrain == "volcanic">>
<<run $island14explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island14explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island14explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island15explore">>
<<set $island15explore to clone($explore)>>
<<if $island15.terrain == "forest">>
<<run $island15explore.push("exploreforest", "exploreforest2")>>
<<elseif $island15.terrain == "grassy">>
<<run $island15explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island15.terrain == "icy">>
<<run $island15explore.push("exploreicy", "exploreicy2")>>
<<elseif $island15.terrain == "jungle">>
<<run $island15explore.push("explorejungle", "explorejungle2")>>
<<elseif $island15.terrain == "marshy">>
<<run $island15explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island15.terrain == "rocky">>
<<run $island15explore.push("explorerocky", "explorerocky2")>>
<<elseif $island15.terrain == "sandy">>
<<run $island15explore.push("exploresandy", "exploresandy2")>>
<<elseif $island15.terrain == "volcanic">>
<<run $island15explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island15explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island15explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<widget "island16explore">>
<<set $island16explore to clone($explore)>>
<<if $island16.terrain == "forest">>
<<run $island16explore.push("exploreforest", "exploreforest2")>>
<<elseif $island16.terrain == "grassy">>
<<run $island16explore.push("exploregrassy", "exploregrassy2")>>
<<elseif $island16.terrain == "icy">>
<<run $island16explore.push("exploreicy", "exploreicy2")>>
<<elseif $island16.terrain == "jungle">>
<<run $island16explore.push("explorejungle", "explorejungle2")>>
<<elseif $island16.terrain == "marshy">>
<<run $island16explore.push("exploremarshy", "exploremarshy2")>>
<<elseif $island16.terrain == "rocky">>
<<run $island16explore.push("explorerocky", "explorerocky2")>>
<<elseif $island16.terrain == "sandy">>
<<run $island16explore.push("exploresandy", "exploresandy2")>>
<<elseif $island16.terrain == "volcanic">>
<<run $island16explore.push("explorevolcanic", "explorevolcanic2")>>
<</if>>
<<if $currentwandererisland == $currentisland>><<set _wandererroll to random(1,3)>><</if>>
<<if _wandererroll == 1>>
<<set $exploretarget to "wanderer">>
<<else>>
<<if $lahnisrock>><<set _exploreroll to 16>><<unset $lahnisrock>><<else>><<set _exploreroll to random(1,20)>><</if>>
<<if $currentisland == $dragonpillarlocation && _exploreroll == 1 && not $dragonpillardiscovered>>
<<set $exploretarget to "discoverdragonpillar">>
<<elseif $currentisland == $oceanpillarlocation && _exploreroll == 1 && not $oceanpillardiscovered>>
<<set $exploretarget to "discoveroceanpillar">>
<<elseif $currentisland == $treasurepillarlocation && _exploreroll == 1 && not $treasurepillardiscovered>>
<<set $exploretarget to "discovertreasurepillar">>
<<elseif _exploreroll <= 12>>
<<set $exploretarget to $island16explore.random()>>
<<elseif _exploreroll <= 16>>
<<if $exploreunique.length > 0>>
<<set $exploretarget to $exploreunique.random()>>
<<else>>
<<set $exploretarget to $island16explore.random()>>
<</if>>
<<else>>
<<set $exploretarget to "explorecombat">>
<</if>>
<</if>>
<</widget>>
<<if $huntersdiplomacy>><<else>>While exploring the wilderness, you meet some local hunters. They're friendly towards you and willing to sell you some of their excess supplies.<</if>>
<<if not $huntersfoodbought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Food supplies">><<script>>
Dialog.setup("Food supplies");
Dialog.wiki(Story.get("foodsupplies").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $foodsupplies)
</div>\
<div class="column middle">\
<<if $silver >= $goodsbuyprice>><<link [["Buy for " + $goodsbuyprice + " silver"|hunterstrade]]>><<set $silver -= $goodsbuyprice>><<set $foodsupplies += 1>><<set $huntersfoodbought to true>><</link>><<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $huntersbowbought>>\
<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> (owned: $longbowowned)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($longbowbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($longbowbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $longbowowned += 1>><<set $silver -= Math.round($longbowbuyprice * 2/3)>><<set $huntersbowbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($longbowbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $huntersaxebought>>\
<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> (owned: $axeowned)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($axebuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($axebuyprice * 2/3) + " silver"|hunterstrade]]>><<set $axeowned += 1>><<set $silver -= Math.round($axebuyprice * 2/3)>><<set $huntersaxebought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($axebuyprice * 2/3) >> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $hunterslanternbought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Lantern">><<script>>
Dialog.setup("Lantern");
Dialog.wiki(Story.get("lantern").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $lantern)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($lanternbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($lanternbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $lantern += 1>><<set $silver -= Math.round($lanternbuyprice * 2/3)>><<set $hunterslanternbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($lanternbuyprice * 2/3) >> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $huntersantidotebought>>\
<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> (owned: $antidote)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($antidotebuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($antidotebuyprice * 2/3) + " silver"|hunterstrade]]>><<set $antidote += 1>><<set $silver -= Math.round($antidotebuyprice * 2/3)>><<set $huntersantidotebought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($antidotebuyprice * 2/3) >> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $huntersmistbought>>\
<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> (owned: $bottledmist)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($bottledmistbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($bottledmistbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $bottledmist += 1>><<set $silver -= Math.round($bottledmistbuyprice * 2/3)>><<set $huntersmistbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($bottledmistbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $hunterspotionbought>>\
<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> (owned: $potionbighealth)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($potionbigbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($potionbigbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $potionbighealth += 1>><<set $silver -= Math.round($potionbigbuyprice * 2/3)>><<set $hunterspotionbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($potionbigbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $currentislandterrain == "sandy" && not $hunterscrystalfangbought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Crystal fang">><<script>>
Dialog.setup("Crystal fang");
Dialog.wiki(Story.get("crystalfang").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $crystalfang)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($crystalfangbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($crystalfangbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $crystalfang += 1>><<set $silver -= Math.round($crystalfangbuyprice * 2/3)>><<set $hunterscrystalfangbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($crystalfangbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $currentislandterrain == "volcanic" && not $huntersobsidianheartbought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Obsidian heart">><<script>>
Dialog.setup("Obsidian heart");
Dialog.wiki(Story.get("obsidianheart").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $obsidianheart)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($obsidianheartbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($obsidianheartbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $obsidianheart += 1>><<set $silver -= Math.round($obsidianheartbuyprice * 2/3)>><<set $huntersobsidianheartbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($obsidianheartbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $currentislandterrain == "jungle" && not $huntersrainbowfeatherbought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rainbow feather">><<script>>
Dialog.setup("Rainbow feather");
Dialog.wiki(Story.get("rainbowfeather").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rainbowfeather)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($rainbowfeatherbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($rainbowfeatherbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $rainbowfeather += 1>><<set $silver -= Math.round($rainbowfeatherbuyprice * 2/3)>><<set $huntersrainbowfeatherbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($rainbowfeatherbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $bonusitem == 1>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Golem's core">><<script>>
Dialog.setup("Golem's core");
Dialog.wiki(Story.get("golemscore").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $golemscore)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($golemscorebuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($golemscorebuyprice * 2/3) + " silver"|hunterstrade]]>><<set $golemscore += 1>><<set $silver -= Math.round($golemscorebuyprice * 2/3)>><<unset $bonusitem>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($golemscorebuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<<elseif $bonusitem == 2>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Soul shard">><<script>>
Dialog.setup("Soul shard");
Dialog.wiki(Story.get("soulshard").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $soulshard)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($soulshardbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($soulshardbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $soulshard += 1>><<set $silver -= Math.round($soulshardbuyprice * 2/3)>><<unset $bonusitem>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($soulshardbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<<elseif $bonusitem == 3>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Wyvern teeth">><<script>>
Dialog.setup("Wyvern teeth");
Dialog.wiki(Story.get("wyvernteeth").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $wyvernteeth)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($wyvernteethbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($wyvernteethbuyprice * 2/3) + " silver"|hunterstrade]]>><<set $wyvernteeth += 1>><<set $silver -= Math.round($wyvernteethbuyprice * 2/3)>><<unset $bonusitem>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($wyvernteethbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<<else>>\
<</if>>\
<<link [[Leave the hunters|$currentisland]]>><<unset $huntersbowbought, $hunterslanternbought, $hunterspotionbought, $huntersaxebought, $huntersmistbought, $huntersantidotebought, $hunterscrystalfangbought, $huntersobsidianheartbought, $huntersrainbowfeatherbought, $huntersdiplomacy, $huntersfoodbought, $bonusitem>><</link>><<set _roll to random(1,6)>><<set _roll += $survival>>\
You have been exploring the wilderness from many hours, when you make a curious discovery.
<<randomplace>> you notice a narrow, dangerous looking path. It may lead to some hidden place or treasure, but following it seems risky.
<<if _roll >= 4>>\
[[Follow the path|dangerouspathsafe]]
<<else>>\
<<link [[Follow the path|dangerouspathdamage]]>><<set $pathdamage to random(8,15)>><<set $playerhp -= $pathdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><</link>>
<</if>>\
[[Return to town|$currentisland]]<<set $puddle to random(1,3)>><<set $danger to random(1,6)>><<set $danger += Math.floor($fortune/2)>>\
You set off to explore the wilderness of $currentislandname.
<<randomplace>> you stumble upon a strange puddle – its water is of an intense <<if $puddle == 1>>red<<elseif $puddle == 2>>blue<<else>>green<</if>> colour and seems to be rippling even though there's no wind.
Something glints in the water.
<<if $danger < 4>>\
[[Examine the puddle more closely|puddlejelly]]
<<else>>\
[[Examine the puddle more closely|puddletreasure]]
<</if>>\
<<link [[Ignore the puddle and return to town|$currentisland]]>><<unset $puddle, $danger>><</link>><<set _roll to random(1,4)>><<set _roll += $survival>>\
You set off to explore $currentislandname.
As you traverse the snowy wasteland, far from any settlements, the sky grows dark with clouds and the wind picks up. A snowstorm is coming your way!
<<if _roll == 1>>\
<<link [[Look for shelter|snowstormdamage]]>><<set $snowstormdamage to random(10,20)>><<set $playerhp -= $snowstormdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><</link>>
<<elseif _roll >= 4>>\
<<link[[Look for shelter|snowstormhut]]>><<set $silver += 300>><</link>>
<<else>>\
[[Look for shelter|snowstormcave]]
<</if>>\
You set off to explore $currentislandname. You venture deep into the ancient forest, following first a trail, then a narrow animal path.
It's dark this deep into the forest, but you don't feel a sense of dread; instead, everything is calm and peaceful.
After continuing forward for some time, you see a brighter spot among the trees in the distance. You're approaching a small clearing.
You hear quiet sounds, like whispers or the murmur of a stream, coming from the clearing.
[[Go into the clearing|forestwhispers]]
[[Return to town|$currentisland]]<<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>>\
You set off to explore $currentislandname. You traverse the rolling hills and grassy meadows until night falls.
You set up a campsite on a grassy clifftop overlooking the sea, near a circle of moss-covered standing stones. The night is warm and the air smells of fresh herbs.
As it gets darker, you notice the fireflies; at first, there are only a few of them, then more and more appear, circling around the standing stones, as if the stars came to visit. Observing the glowing creatures is strangely hypnotising; it brings a smile to your face and makes you feel rejuvenated.
<span class = "gold">Your HP and MP were fully restored!</span>
<<if $magic >= 1 && $mageslight != true>>\
You sense a faint magic energy emanating from the fireflies; it is strongest in the middle of the stone circle, where the insects concentrate. Intrigued, you come closer. As the tiny lights surround you, you grasp the nature of their magic and realise how you could use it to illuminate dark places.
<<set $mageslight to true>>You've learned the Mage's Light spell!
<<elseif $magic >= 1>>\
You sense a faint magic energy emanating from the fireflies; it is strongest in the middle of the stone circle, where the insects concentrate, and reminds you of your Mage's Light spell.
<</if>>\
[[Continue|$currentisland]]<<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>>\
While wandering through the dense jungles of $currentislandname you walk into a small clearing and stop in amazement.
You see dozens of beautiful birds of paradise, flying around, calling to one another and eating fruit from bushes growing in the clearing. The colourful creatures are not in the least disturbed by your appearance.
You spend some time observing the birds. You taste some of the fruit as well; they're sweet and refreshing. When you set off again, you feel happy and rejuvenated.
<span class = "gold">Your HP and MP were fully restored!</span>
[[Continue|$currentisland]]<<set _wisproll to random(1,5)>><<set _wisproll += Math.floor($fortune/2)>>\
You set off to explore the marshes of $currentislandname. You travel through the wetlands for a long time, wading across shallow rivers, passing by lakes overgrown with reed and traversing bubbling bogs. You're still far from civilisation when the night falls.
As you're making your way back towards the town, you suddenly spot an orb of <<if _wisproll == 1>>white<<elseif _wisproll < 4>>blue<<else>>red<</if>> light glowing among the reeds. The wisp flies towards you, circles around your head, then heads deeper into the bog, stopping every once in a while, as if beckoning you to follow.
<<if _wisproll < 3>>\
[[Follow the wisp|wispblue]]
<<elseif _wisproll < 5>>\
<<link [[Follow the wisp|wispred]]>><<set $wispenemies to [setup.darkwolf, setup.troll, setup.drownedone, setup.giantserpent]>>\
<<set $enemy to $wispenemies.random()>><</link>>
<<else>>\
[[Follow the wisp|wispwhite]]
<</if>>\
[[Ignore the wisp and return to town|$currentisland]]You set off to climb the rocky mountains of $currentislandname.
You walk narrow paths far from any civilisation, cross deep ravines and climb steep slopes.
As you sit down to rest and enjoy the view from a tall summit, you notice an elderly man who's climbed the mountain from the other side. His brown, wrinkled skin and brisk steps clearly show he's spent most of his long life outside, in the fresh mountain air.
The man greets you and asks if you want to stay and talk for a while.
"I rarely meet anyone on these paths," he says.
[[Talk with the man|mountainman]]
[[Return to town|$currentisland]]<<set _roll to random(1,4)>><<set _roll += $survival>>\
You set off to explore $currentislandname.
As you traverse a patch of sandy desert, the wind picks up. The sun shines red through the dust. The ominous howling of the wind grows louder and louder. A sandstorm is coming your way!
<<if _roll == 1>>\
<<link [[Look for shelter|sandstormdamage]]>><<set $sandstormdamage to random(10,20)>><<set $playerhp -= $sandstormdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><</link>>
<<elseif _roll >= 4>>\
<<link[[Look for shelter|sandstormtomb]]>><<set $luxuryitems += 1>><</link>>
<<else>>\
[[Look for shelter|sandstormruin]]
<</if>>\You spend the day exploring the basalt plains of $currentislandname, discovering a petrified forest of broken trees and a wavy field of solidified lava. It's close to sundown when you feel the ground shake violently. Volcanic fissures open in the lava field around you and start spouting plumes of fire and smoke!
The view is beautiful, but also deadly dangerous.
[[Turn back and run towards safety|eruptionsafe]]
<<link [[Stay in the field for a while longer and watch the eruptions|eruptiondanger]]>><<set $eruptiondamage to random(20,35)>><<if $ring == "Crimson Ring" || $ring == "Dragon King's Ring">><<set $eruptiondamage to Math.round($eruptiondamage/2)>><</if>><<set $playerhp -= $eruptiondamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><</link>>You set off and spend some time exploring the wilderness, until you stumble upon a dire threat!
<<randomplace>> you encounter a terrible dragon! The beast is curled around a small treasure hoard and half asleep, which is why it hasn't noticed you yet.
[[Quietly back away|$currentisland]]
<<link [[Attack!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.dragon>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "wilddragonescape">><<set $winroom to "dragonhoard">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Attack in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.dragon>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "dragonhoard">><<set $playermessage to "">><</link>><</if>>\<<run $exploreunique.delete("exploredragon")>>\
<<switch visited()>><<case 1>>\
<<set $wilddragonislandname to $currentislandname>><<set $greatdeeds.push(setup.defeatwilddragon)>><<set $greatdeedsrewards.push(setup.defeatwilddragon)>>\
Having defeated the dragon, you examine the small treasure hoard it was guarding!
<<set $renown += 2>>\
<<set $hoardsilver to random(1,4)>>\
<<if $hoardsilver == 1>><<set $silver += 2500>>\
<span class = "gold">You gained 2500 pieces of silver!</span>
<<elseif $hoardsilver == 2>><<set $silver += 3000>>\
<span class = "gold">You gained 3000 pieces of silver!</span>
<<elseif $hoardsilver == 3>><<set $silver += 3500>>\
<span class = "gold">You gained 3500 pieces of silver!</span>
<<elseif $hoardsilver == 4>><<set $silver += 4000>>\
<span class = "gold">You gained 4000 pieces of silver!</span>
<<else>><</if>>\
<<set $hoardgem to random(1,5)>>\
<<if $hoardgem == 1>><<set $sapphire +=1>>\
<span class = "gold">You found a sapphire!</span>
<<elseif $hoardgem == 2>><<set $emerald +=1>>\
<span class = "gold">You found an emerald!</span>
<<elseif $hoardgem == 3>><<set $ruby +=1>>\
<span class = "gold">You found a ruby!</span>
<<elseif $hoardgem == 4>><<set $diamond +=1>>\
<span class = "gold">You found a diamond!</span>
<<else>>\<</if>>\
<<set $hoarditem to random(1,5)>>\
<<if $hoarditem == 1>><<set $mailarmour +=1>>\
<span class = "gold">You found a suit of mail armour!</span>
<<elseif $hoarditem == 2>><<set $greatswordowned +=1>>\
<span class = "gold">You found a greatsword!</span>
<<elseif $hoarditem == 3>><<set $crossbowowned +=1>>\
<span class = "gold">You found a crossbow!</span>
<<elseif $hoarditem == 4>><<set $potionultimatehealth +=3>>\
<span class = "gold">You found 3 grand health potions!</span>
<<elseif $hoarditem == 5>><<set $potionultimatemagic +=3>>\
<span class = "gold">You found 3 grand magic potions!</span>
<<else>><</if>>\
<<set $luxuryitems +=1>>\
<span class = "gold">You found <<print setup.luxury.random()>> (a luxury item)!</span>
Your victory over the terrifying beast, and the treasures you found, will be something to boast about.
<span class = "gold">Your renown goes up by 2!</span>
<<default>>\
You have defeated the horrible dragon and looted its hoard.
<</switch>>\
<<link [[Continue|$currentisland]]>><<unset $hoardsilver, $hoardgem, $hoarditem>><</link>>You escaped from the dragon!
[[Continue|$currentisland]]You set off to explore the wilderness of $currentislandname.
You are following a winding path through the woods when you hear loud rustling and branches breaking. Then, there's angry huffing. A giant boar is advancing towards you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.bloodboar>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.bloodboar>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\You set off to explore the wilderness of $currentislandname.
You are walking through grassy plains when you hear a piercing shriek. A giant flightless bird is charging towards you at a great speed!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.razorbeak>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.razorbeak>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\You set off to explore the wilderness of $currentislandname.
You are traversing a snow-covered wasteland when you hear growling. A huge white lion is slowly advancing towards you, lashing its tail against its sides!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.snowlion>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.snowlion>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\You set off to explore the wilderness of $currentislandname.
You are following a narrow path through the jungle when you hear loud hissing. A serpentine beast, covered in rainbow feathers, appears!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.featheredserpent>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.featheredserpent>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\You set off to explore the wilderness of $currentislandname.
You are following a grassy path through a marsh and passing by a rotten tree stump, when suddenly the stump starts moving and attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.rotroot>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.rotroot>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\You set off to explore the wilderness of $currentislandname.
You are following a path which winds through a valley of strange stone formations. As you're passing by a huge, jagged piece of rock it suddenly starts moving, revealing itself to be a giant crab with a stone-like shell!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.rockcrab>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.rockcrab>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\You set off to explore the wilderness of $currentislandname.
You are walking through a plain of sand and gravel and passing by a shallow pit, when four barbed tentacles burst out from under the sand and lash at you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.sandfiend>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.sandfiend>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\You set off to explore the wilderness of $currentislandname.
You are walking along a deep fissure with a river of lava flowing at the bottom, when you notice a strange creature shambling towards you. It's a vaguely human-shaped monster made of magma and basalt, emitting smoke and intense heat!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.magman>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.magman>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><</link>><</if>>\<i>This bow belonged to a famed huntress whose arrows
always found their mark.</i>
A legendary ranged weapon. Deals 5-10 points of damage.
Grants a +2 bonus to all attack rolls.
<a class="link-internal ui-close">Close</a><<run $exploreunique.delete("woundedhunter")>>\
You set off to explore the <<if $currentislandterrain == "forest">>deep forest of $currentislandname. After a long trek through the dense woods, you arrive at a small clearing. To your surprise, you find somebody there – a wounded hunter resting against a tree.<<elseif $currentislandterrain == "grassy">>endless fields and meadows of $currentislandname. After a long trek, you reach a small valley with a crystal clear pond. You notice someone lying on the ground next to the pond – a wounded hunter.<<elseif $currentislandterrain == "icy">>frozen wastelands of $currentislandname. After a long trek, you reach a clearing in a snow-covered fir forest. To your surprise, you find somebody there – a wounded hunter resting against a tree.<<elseif $currentislandterrain == "jungle">>mysterious jungles of $currentislandname. You wade through the thick overgrowth and follow narrow animal paths until you reach a small clearing, where you find a wounded hunter resting against a mossy tree trunk.<<elseif $currentislandterrain == "marshy">>dangerous marshes of $currentislandname. You cautiously follow grassy paths across the muddy expanse until you find a damaged boat stuck in dense rushes. In the boat you discover a wounded hunter.<<elseif $currentislandterrain == "rocky">>rocky mountains of $currentislandname. You walk for a long time, admiring the views. You stop when you notice someone lying on a stone ledge not far away – a wounded hunter. You cautiously climb down.<<elseif $currentislandterrain == "sandy">>sandy wasteland of $currentislandname. You follow a dry river bed to a small oasis, where you discover a wounded hunter resting against a palm tree.<<else>>basalt plains of $currentislandname. You walk past bubbling pools of sulphuric mud until you reach a small hill with a ruined house at the top. In the ruins you discover a wounded hunter.<</if>>\
The man's pale and weak, and his torn clothes are stained with blood.
"Help... please...", he begs when he sees you approaching.
You can see the man won't survive much longer unless he gets a healing potion, or is healed with magic.
<<if $potionsmallhealth == 0 && $potionmediumhealth == 0 && $potionbighealth == 0 && $potionultimatehealth == 0 && $witchsbrew == 0 && $lesserhealing != true && $grandhealing != true>>\
Unfortunately, you don't have anything that could save him – you can only stay and make sure he dies in peace.
[[Continue|$currentisland]]
<<else>>\
<<if $potionsmallhealth > 0>>\
<<link [[Give a small health potion|helpwoundedhunter1]]>><<set $potionsmallhealth -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $silver += 500>><</link>>
<</if>>\
<<if $potionmediumhealth > 0>>\
<<link [[Give a health potion|helpwoundedhunter1]]>><<set $potionmediumhealth -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $silver += 500>><</link>>
<</if>>\
<<if $vanguardwine > 0>>\
<<link [[Give a bottle of Vanguard Wine|helpwoundedhunter1]]>><<set $vanguardwine -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $silver += 500>><</link>>
<</if>>\
<<if $potionbighealth > 0>>\
<<link [[Give a potent health potion|helpwoundedhunter2]]>><<set $potionbighealth -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $emerald += 1>><</link>>
<</if>>\
<<if $potionultimatehealth > 0>>\
<<link [[Give a grand health potion|helpwoundedhunter3]]>><<set $potionultimatehealth -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $huntressslongbowowned += 1>><</link>>
<</if>>\
<<if $witchsbrew > 0>>\
<<link [[Give a Witch's Brew|helpwoundedhunter2]]>><<set $witchsbrew -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $emerald += 1>><</link>>
<</if>>\
<<if $royaljelly > 0>>\
<<link [[Give a Royal Jelly|helpwoundedhunter3]]>><<set $royaljelly -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $huntressslongbowowned += 1>><</link>>
<</if>>\
<<if $unendinghealth > 0 && $unendinghealthdoses > 0>>\
<<link [[Give a sip from the Unending Health vial|helpwoundedhunter3]]>><<set $unendinghealthdoses -= 1>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $huntressslongbowowned += 1>><</link>>
<</if>>\
<<if $lesserhealing == true>>\
<<link [[Cast the lesser healing spell|helpwoundedhunter1]]>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $silver += 500>><</link>>
<</if>>\
<<if $grandhealing == true>>\
<<link [[Cast the grand healing spell|helpwoundedhunter2]]>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $emerald += 1>><</link>>
<</if>>\
[[Leave the hunter|$currentisland]]
<</if>>"Thank you, friend," the hunter says. He's still weak, but some colour returns to his face and his bleeding stops. "I was sure that dark wolf had finished me. I only need some rest and I can get back to my village. I'm going to tell everyone you've saved my life. Here, take this for your help."
<span class = "gold">You gained 200 EXP!
You received 500 pieces of silver!
Your renown goes up by 1!</span>
[[Continue|$currentisland]]"Thank you, friend," the hunter says. His wounds are completely healed; he looks at the fresh skin in amazement. He gets up. "I was sure that dark wolf had finished me. I don't know what that potion was, but it worked a miracle!"
He smiles gleefully and hands you his bow.
"I want you to have this. It's my grandmother's bow. She was the greatest huntress $currentislandname has ever seen. You've earned it for saving my life! I'm going back to my village. I'll be sure to tell everyone how you helped me."
<span class = "gold">You gained 200 EXP!
You received the Huntress's Longbow!
Your renown goes up by 1!</span>
[[Continue|$currentisland]]"Thank you, friend," the hunter says. His bleeding stopped and he's looking much better. He slowly gets up. "I was sure that dark wolf had finished me. I'm going back to my village, and I'll tell everyone you've saved my life. Here, take this for your help. I found it the other day in an old chest."
<span class = "gold">You gained 200 EXP!
You received an emerald!
Your renown goes up by 1!</span>
[[Continue|$currentisland]]This spell summons a floating orb of light which illuminates dark places. It lets the character
explore dark caves and dungeons, just like a lantern. It consumes a negligible amount of
magic energy, therefore it doesn't need to be cast manually and doesn't consume MP. If a character
knows this spell, it's assumed they simply use it before entering any dark area.
<a class="link-internal ui-close">Close</a><<if $currentislandterrain == "forest">>The path is rough and uneven. You climb over giant tree roots and walk on slippery, mossy stones, but you reach the end of the path safely.<<elseif $currentislandterrain == "grassy">>You follow the path into a narrow earthen tunnel. As you walk through the tunnel, you hear a faint buzzing noise. You realise there's an underground wasp nest nearby and take great caution not to disturb the insects.<<elseif $currentislandterrain == "icy">>The path is iced over and slippery, but you walk as cautiously as possible and avoid slipping.<<elseif $currentislandterrain == "jungle">>The path is very narrow and overgrown with ferns and vines. You walk slowly, careful to avoid thorny, poisonous bushes that grow on both sides of the path.<<elseif $currentislandterrain == "marshy">>The grassy path leads across bubbling marshes. You walk slowly, keeping to the middle of the path, and safely cross the bog.<<elseif $currentislandterrain == "rocky">>The path is very narrow and leads you along a ridge. You walk cautiously and reach the end of the path safely.<<elseif $currentislandterrain == "sandy">>You follow the path for a long time. It leads you down, then along the wall of a narrow canyon. You walk cautiously and reach the end of the path safely.<<else>>You follow the path which takes you to a small geyser field. Every few moments one of the geysers erupts violently in white plumes of steam and boiling water. You carefully time your steps and cross the field without getting burned.<</if>>
[[Continue|dangerouspathreasure][$pathtreasure to random(1,3)]]<<if $currentislandterrain == "forest">>The path is rough and uneven. You follow it for a while, climbing over giant tree roots and walking on slippery, mossy stones, when you stumble and fall into large a hole beneath an old tree!<<elseif $currentislandterrain == "grassy">>You follow the path into a narrow earthen tunnel. As you walk through the tunnel, you hear a buzzing noise. You've disturbed an underground wasp nest! Angry insects fly out in a swarm and start stinging you!<<elseif $currentislandterrain == "icy">>The path is iced over and slippery. You try to walk as cautiously as possible, but at one point your foot slips and you tumble down a steep slope!<<elseif $currentislandterrain == "jungle">>The path is very narrow and overgrown with ferns and vines. You walk cautiously, but at one point you stumble and fall into a thorny bush. Long thorns pierce your skin and you feel burning pain. The plant must be poisonous!<<elseif $currentislandterrain == "marshy">>The grassy path leads across bubbling marshes. The path itself seems safe until you suddenly slip and fall into the bog. As you grab a nearby tree branch, you feel sharp teeth biting your legs!<<elseif $currentislandterrain == "rocky">>The path is very narrow and leads you along a ridge. You walk cautiously, but suddenly you lose your balance and tumble down onto a rock ledge! <<elseif $currentislandterrain == "sandy">>You follow the path for a long time. It leads you down, then along the wall of a narrow canyon. As you walk on, you suddenly hear a rattling noise. Rocks are falling at you from above!<<else>>You follow the path which takes you to a small geyser field. Every few moments one of the geysers erupts violently in white plumes of steam and boiling water. You try to time your steps, but at one point you're too slow and get burned by scalding steam!<</if>>
You take $pathdamage points of damage.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed!
<<link [[Continue|gameover]]>><<unset $pathdamage>><</link>>
<<else>>\
<<if $currentislandterrain == "forest">>Luckily, you survive the fall and manage to climb back onto the path.<<elseif $currentislandterrain == "grassy">>You dash forward and reach the other end of the tunnel, pursued by angry wasps. You run out into a meadow and notice a small pond nearby. You take a dive and escape the wasps!<<elseif $currentislandterrain == "icy">>Luckily, you survive the fall and manage to climb back onto the path.<<elseif $currentislandterrain == "jungle">>Luckily, you survive with just a few stinging wounds. You free yourself from the bush and march on.<<elseif $currentislandterrain == "marshy">>The tree you grabbed saves your life – you use it to drag yourself up back onto the path. You have some bite marks on your legs, but you've survived!<<elseif $currentislandterrain == "rocky">>Luckily, you survive the fall and manage to climb back onto the path.<<elseif $currentislandterrain == "sandy">>You are hurt, but manage to cling to the wall and don't fall from the path. After the danger has passed, you walk on.<<else>>You scream and dash forward as fast as you can. Soon, you're on the other side of the field, burned, but alive!<</if>>\
<<link [[Continue|dangerouspathreasure]]>><<set $pathtreasure to random(1,3)>><<unset $pathdamage>><</link>>
<</if>><<widget "names">>
<<set setup.names to ["Aella", "Agah", "Aria", "Astra", "Aurora", "Bastienne", "Birka", "Bram", "Bree", "Brunhild", "Caleb", "Cara", "Carmen", "Ceres", "Chandra", "Conrad", "Corvus", "Dana", "Darius", "David", "Diana", "Diego", "Drago", "Duncan", "Frea", "Gaia", "Gavin", "Geru", "Gorim", "Grom", "Gunhild", "Gyrd", "Hakon", "Hector", "Helen", "Hugo", "Ignis", "Iris", "Irma", "Ivan", "Jon", "Jonah", "Kenneth", "Kinga", "Kron", "Kyle", "Kyra", "Leon", "Letho", "Lew", "Linus", "Locke", "Lynda", "Lys", "Malgor", "Manfred", "Mara", "Marcia", "Maria", "Marius", "Morgan", "Mors", "Nathan", "Nero", "Niala", "Nimbus", "Olva", "Oris", "Ragnar", "Rissa", "Rita", "Robin", "Roric", "Sandra", "Selena", "Sheena", "Sirius", "Sven", "Sylva", "Tabitha", "Tarras", "Taro", "Tera", "Tertia", "Tertius", "Thane", "Thorn", "Titus", "Tobias", "Trond", "Ulf", "Una", "Ursa", "Valda", "Veronica", "Victor", "Victoria", "Vikna", "Yu", "Vyn", "Werner", "Wiglaf", "Xant"]>>
<</widget>>
<<widget "objectdescriptions">>
<<set setup.luxury to ["a set of silver chalices", "a jewelled necklace", "two golden bracelets", "a beautiful gold plated chalice", "a small jade statue", "a gold tiara", "a beautiful chess set adorned with jewels", "a silver locket", "a small carved ivory tablet", "a bejewelled cloak buckle"]>>
<<set setup.food to ["some dried fish", "some smoked fish", "some dried meat", "some boucaned meat", "some nutritious mushrooms", "some tasty mushrooms", "some nutritious nuts", "some fresh fruit", "some fresh vegetables", "some hard biscuits", "some sweet pastries", "some spicy pastries"]>>
<<set setup.crafting to ["some woodworking tools", "some blacksmith's tools", "some bars of iron", "some leather straps", "a set of simple tools", "some chisels and hammers", "some steel bars", "some polished bone plates", "some hard scales"]>>
<</widget>>
<<widget "peopledescriptions">>
<<set setup.gamblers to ["an old wizard smoking a long pipe", "a one-eyed sailor with every visible inch of his skin tattooed", "a small man with a mouth full of gold teeth", "a young rogue with a mischievous blink in her eye", "an elderly lady with a ring on every finger", "a worn-looking mercenary in leather armour", "a rascally young man with a wide smile", "a tall and muscular woman in a leather apron", "a scarred old soldier", "a slender young woman with clear eyes and a bluish tint to her skin", "a talkative adventurer carrying a variety of strange gear", "a young, jaded man in expensive clothing", "a scholarly woman in a tall hat", "a very short man who looks a lot like a goblin"]>>
<<set setup.citizens to ["an old sailor with a wooden leg", "an old, one-eyed veteran", "a young and cheerful woman", "a young and cheerful man", "a rich merchant", "a scholarly young man", "a scholarly young woman", "an old warrior", "a distinguished elderly lady", "a stocky, bearded man", "a traveller wearing exotic clothing", "a young minstrel", "a man in a hooded cloak", "a young hunter"]>>
<<set setup.patrons to ["a group of old fishermen, drinking ale and talking loudly", "a dancer in a blue dress, performing for a small group of patrons", "a group of distinguished-looking people, sipping wine and looking at other patrons with contempt", "three minstrels playing popular tunes", "a young woman singing and playing the lute", "a group of rugged workers arguing among themselves", "two tired-looking soldiers, looking at everyone else with suspicion", "a group of old women, smoking pipes and laughing", "several young people playing a seemingly dangerous game, involving knives", "a musical duet, playing soft and beautiful tunes", "a group of workers, eating and talking about recent events", "a group of drunk young people, telling nonsensical jokes", "two young girls dancing on a table, to the applause of the crowd", "a young man showing \"magic tricks\" with a worn deck of cards", "a bunch of drunk sailors, cursing and arguing", "a group of minstrels singing about the adventures of Hjafnir the Barbarian", "an old storyteller telling a tale about Sorceress Mirlanda"]>>
<</widget>>
<<widget "setupphrases">>
<<set setup.compliment to ["You've done a great service to all the people of the Archipelago.", "You truly are a hero.", "You are a noble and brave soul.", "Your deed saved some innocent lives.", "I admire your courage."]>>
<<set setup.keeperthankyou to ["This one was fascinating", "I sense we can learn a lot from this one", "I cannot wait to share this one with my learned colleagues", "This one is well worth adding to our records", "An interesting tale indeed", "What a peculiar tale that was"]>>
<<set setup.wanderergreeting to ["It looks like we're destined to meet each other in the vast wilderness!", "So, our paths have crossed again!", "I'm glad to see you again.", "What good winds brought you to this island?", "Looks like you enjoy travelling as much as I do!", "We meet again!", "Fancy meeting you here!", "What brings you here?", "Good to see you again!", "Looks like we're destined to meet, wherever we go."]>>
<<set setup.wandererdescintro to ["I chased old memories to this island.", "I wanted to visit $currentislandname one more time.", "Old memories brought me here.", "I've visited this island before, a long time ago.", "I remember what $currentislandname was like in the old days."]>>
<</widget>>
<<widget "academydesc">>
<<set setup.petmessengers to ["a white raven", "a small silver fox", "a large pigeon with iridescent plumage,", "a huge black raven with a silver collar,", "a fluffy, tabby cat", "a small dog with a bell on its collar,", "a long-tailed bird of paradise"]>>
<<set setup.academymessages to ["a gilded envelope", "a scroll of parchment", "a tiny silver box", "a tattered scroll", "an envelope stained with ink of many colours", "a sealed leather tube"]>>
<<set setup.academypeople to ["two wizards in green robes", "a group of elderly alchemists", "two young women, each holding a stack of books,", "a group of young men in grey robes", "a group of students carrying leather bags and scrolls of parchment,", "two old, bearded men wearing pointed hats,", "three elderly women in long, crimson robes", "two scrawny-looking students"]>>
<<set setup.academyactions to ["discussing a recent experiment", "arguing loudly", "chatting about recent events", "discussing the history of the Archipelago", "speculating about Sorceress Mirlanda's less known accomplishments", "talking about the ingredients they're going to need for an experiment", "arguing about an ancient text", "talking about the weather", "engrossed in a heated debate", "talking about some mysterious potion recipe"]>>
<<set setup.academyspecial to ["an elderly gardener tending to a potted plant", "a group of rugged explorers selling some gold objects to a mage", "a huge cat napping in the sun"]>>
<</widget>>
<<widget "enteringacademy">>\
<<set _roll to random(1,10)>>\
<<if _roll == 1>>\
<<set $enteringacademy to setup.academyspecial.random()>>\
<<elseif _roll < 8>>\
<<set $enteringacademy to setup.academypeople.random() + " " + setup.academyactions.random()>>\
<<else>>\
<<set $enteringacademy to setup.petmessengers.random() + " carrying " + setup.academymessages.random()>>\
<</if>>\
In the Main Hall you pass by $enteringacademy.
<</widget>>\
<<if $currentislandterrain == "forest">>At the and of the path you find a hidden cave underneath an old tree.<<elseif $currentislandterrain == "grassy">>At the end of the path you find an abandoned orchard and a heap of mossy stones – all that remains of an old house.<<elseif $currentislandterrain == "icy">>The path leads you to a hidden valley with a bubbling hot spring.<<elseif $currentislandterrain == "jungle">>The path leads you to a hidden clearing where wild flowers grow in abundance.<<elseif $currentislandterrain == "marshy">>The path leads you to a rocky island protruding from the bog.<<elseif $currentislandterrain == "rocky">>The path leads you to a small, hidden cave.<<elseif $currentislandterrain == "sandy">>The path leads you to a hidden valley where a crystal clear spring emerges from jagged rocks.<<else>>The path leads you into a hidden cave formed by crystallised lava.<</if>>
<<if $pathtreasure == 1>><<set $foodsupplies += 1>>\
<<if $currentislandterrain == "forest">>In the cave you discover a patch of brown mushrooms – a type common in the Archipelago, tasty and nutritious.<<elseif $currentislandterrain == "grassy">>The trees in orchard are heavy with fruit, a little sour, but quite tasty.<<elseif $currentislandterrain == "icy">>Bushes, heavy with berries, grow thick in the patch of thawed ground around the spring.<<elseif $currentislandterrain == "jungle">>In the clearing you find an abundance of wild fruit.<<elseif $currentislandterrain == "marshy">>On the island you discover a path of brown mushrooms – a type common in the Archipelago, tasty and nutritious.<<elseif $currentislandterrain == "rocky">>In the cave you discover a path of brown mushrooms – a type common in the Archipelago, tasty and nutritious.<<elseif $currentislandterrain == "sandy">>In the valley you find an abundance of wild fruit, sweet and delicious.<<else>>In the cave you discover a path of brown mushrooms – a type common in the Archipelago, tasty and nutritious.<</if>>
<span class = "gold">You received 1 food supplies!</span>
<<elseif $pathtreasure == 2>><<set $silver += 300>>\
<<if $currentislandterrain == "forest">>In the cave you discover a small chest with some silver coins.<<elseif $currentislandterrain == "grassy">>In the ruined house you discover a small chest with some silver coins.<<elseif $currentislandterrain == "icy">>In the valley you discover an abandoned campsite and a leather bag with some silver coins.<<elseif $currentislandterrain == "jungle">>In the clearing you discover an abandoned campsite and a leather bag with some silver coins.<<elseif $currentislandterrain == "marshy">>On the island you discover a chest with some silver coins, hidden in a small cave.<<elseif $currentislandterrain == "rocky">>In the cave you discover a small chest with some silver coins.<<elseif $currentislandterrain == "sandy">>In the valley you discover an abandoned campsite and a leather bag with some silver coins.<<else>>In the cave you discover small chest with some silver coins.<</if>>
<span class = "gold">You gained 300 pieces of silver!</span>
<<elseif $pathtreasure == 3>>\
<<if $currentislandterrain == "forest">>In the cave you discover some old bones and a dusty potion.<<elseif $currentislandterrain == "grassy">>In the ruined house you discover some old bones and a dusty potion.<<elseif $currentislandterrain == "icy">>In the valley you discover some old bones and a dusty potion.<<elseif $currentislandterrain == "jungle">>In the clearing you discover some old bones and a dusty potion.<<elseif $currentislandterrain == "marshy">>On the island you discover some old bones and a dusty potion.<<elseif $currentislandterrain == "rocky">>In the cave you discover some old bones and a dusty potion.<<elseif $currentislandterrain == "sandy">>In the valley you discover some old bones and a dusty potion.<<else>>In the cave you discover some old bones and a dusty potion.<</if>>
<<set _randompotion to (1,8)>>\
<<if _randompotion == 1>><<set $potionsmallhealth += 1>>\
<span class = "gold">You found a small health potion!</span>
<<elseif _randompotion == 2>><<set $potionsmallmagic += 1>>\
<span class = "gold">You found a small magic potion!</span>
<<elseif _randompotion == 3>><<set $potionmediumhealth += 1>>\
<span class = "gold">You found a health potion!</span>
<<elseif _randompotion == 4>><<set $potionmediummagic += 1>>\
<span class = "gold">You found a magic potion!</span>
<<elseif _randompotion == 5>><<set $potionbighealth += 1>>\
<span class = "gold">You found a potent health potion!</span>
<<elseif _randompotion == 6>><<set $potionbigmagic += 1>>\
<span class = "gold">You found a potent magic potion!</span>
<<elseif _randompotion == 7>><<set $bottledmist += 1>>\
<span class = "gold">You found a vial of Bottled Mist!</span>
<<elseif _randompotion == 8>><<set $bottledexplosion += 1>>\
<span class = "gold">You found a vial of Bottled Explosion!</span>
<</if>>\
<<else>><</if>>
<<link [[Return to town|$currentisland]]>><<unset $pathtreasure>><</link>><<run $exploreunique.delete("hunger")>>\
While exploring the wilderness of $currentislandname, you meet a small group of haggard refugees.
Their leader explains they had to abandon their village, which <<if $currentislandterrain == "forest">>has been destroyed by a forest fire.<<elseif $currentislandterrain == "grassy">>has been destroyed by a recent flood.<<elseif $currentislandterrain == "icy">>has been destroyed by an avalanche.<<elseif $currentislandterrain == "jungle">>has been destroyed by a plague of giant ants.<<elseif $currentislandterrain == "marshy">>has sunk into the bog after a recent heavy rainfall.<<elseif $currentislandterrain == "rocky">>has been destroyed by a violent thunderstorm.<<elseif $currentislandterrain == "sandy">>has been completely buried by a recent sandstorm.<<else>>has been destroyed by lava flow from a recent volcanic eruption.<</if>>\
The refugees are heading for the town, but they're so weak and hungry their progress is very slow.
"If you have some food, please, share it with us," their leader begs you. "Without supplies, some of us may die before we reach the town."
<<if $foodsupplies == 0>>\
Unfortunately, you don't have any food to share. The leader of the miserable bunch sadly nods upon hearing your answer and they all set off on their journey again.
[[Continue|$currentisland]]
<<else>>\
<<if $foodsupplies >= 1>>\
<<link [[Give the refugees 1 food supplies|hungersolved1]]>><<set $foodsupplies -= 1>><<set $renown += 1>><<set $exp += 250>><<set $exptotal += 250>><</link>>
<</if>>\
<<if $foodsupplies >= 2>>\
<<link [[Give the refugees 2 food supplies|hungersolved2]]>><<set $foodsupplies -= 2>><<set $renown += 1>><<set $exp += 500>><<set $exptotal += 500>><</link>>
<</if>>\
<<if $foodsupplies >= 3>>\
<<link [[Give the refugees 3 food supplies|hungersolved3]]>><<set $foodsupplies -= 3>><<set $renown += 1>><<set $exp += 1000>><<set $exptotal += 1000>><</link>>
<</if>>\
[[Leave without sharing your food|$currentisland]]
<</if>>\You offer the hungry refugees some of your supplies. They crowd around their leader, who distributes the small amount of food among the weakest of the group.
"Thank you, traveller!" says the refugee leader. "This will help the weakest of us survive for a bit longer. We're too poor to offer anything in return but our most sincere gratitude. When we reach the town, we're going to tell everyone how you saved us!"
<span class = "gold">Your renown goes up by 1!
You gained 250 EXP!</span>
[[Continue|$currentisland]]You offer the hungry refugees some of your supplies. They crowd around their leader, who distributes the food among the group, giving larger portions to the weakest villagers.
"Thank you, traveller!" says the refugee leader. "This fulfils our most urgent need. I now believe all of us may reach our destination. We're too poor to offer anything in return but our most sincere gratitude. When we reach the town, we're going to tell everyone how you saved us!"
<span class = "gold">Your renown goes up by 1!
You gained 500 EXP!</span>
[[Continue|$currentisland]]You offer the hungry refugees some of your supplies. They crowd around their leader, who distributes the large amount of food equally.
"Thank you for your generosity, traveller!" says the refugee leader. "This is enough food to last us for our entire journey. We're saved! We're too poor to offer anything in return but our most sincere gratitude. When we reach the town, we're going to tell everyone how you helped us!"
<span class = "gold">Your renown goes up by 1!
You gained 1000 EXP!</span>
[[Continue|$currentisland]]The erupting fissures are a hypnotising view, but staying near them is too dangerous. You turn back and run away from the volcanic field, escaping safely.
[[Continue|$currentisland]]The erupting fissures are a hypnotising view. Despite the danger, you decide to stay and watch the fiery plumes rising into the darkening sky.
A moment later a new fissure opens right under your feet. You're burned by an eruption of hot steam!
You take $eruptiondamage points of damage.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed!
<<link [[Continue|gameover]]>><<unset $eruptiondamage>><</link>>
<<else>>\
You jump back, seriously hurt, but alive. The shaking of the ground intensifies and new fiery vents open all around, but this time you're lucky and they're farther away. Soon you're surrounded by plumes and columns of smoke and fire. The intense heat makes breathing difficult.
<<if $magic == 2 && $fireball != true>>\
You sense magical energy everywhere, violently forming in the flames. You focus and grasp the invisible thread of magic, suddenly realising how to harness it!
<<set $fireball to true>>You learned the Fireball spell!
<<elseif $magic == 2>>\
You sense magical energy everywhere, violently forming in the flames. It reminds you of your Fireball spell.
<</if>>\
Then, everything ends as suddenly as it began. The eruptions cease, the smoke disappears and the earth stops shaking. The beautiful, but terrifying experience is over, and you're still alive.
<<link [[Continue|$currentisland]]>><<unset $eruptiondamage>><</link>>
<</if>>\<<widget "getreward">>\
<<set _rewardroll to random(1,5)>>\
<<if $greatdeedsrewards.length > 0 && _rewardroll == 5>>\
<<set $rewarddeed to $greatdeedsrewards.random()>>\
<<run $greatdeedsrewards.delete($rewarddeed)>>\
<<set _reward to setup.greatdeedsitems.random()>>
As you enter the inn, <<print setup.citizens.random()>> approaches you.
"I know you! You're $playername, the $rewarddeed. <<print setup.compliment.random()>> I want to give you something in return. Please, accept this as a reward."
<<if _reward == "emerald">><<set $emerald += 1>>\
You received an emerald!
<<elseif _reward == "sapphire">><<set $sapphire += 1>>\
You received a sapphire!
<<elseif _reward == "ruby">><<set $ruby += 1>>\
You received a ruby!
<<elseif _reward == "diamond">><<set $diamond += 1>>\
You received a diamond!
<<elseif _reward == "levitation potion">>\
You received a levitation potion!
<<elseif _reward == "physical shield potion">><<set $physicalshieldpotion += 1>>\
You received a physical shield potion!
<<elseif _reward == "magic shield potion">><<set $magicshieldpotion += 1>>\
You received a magic shield potion!
<<elseif _reward == "grand health potion">><<set $potionultimatehealth += 1>>\
You received a grand health potion!
<<elseif _reward == "grand magic potion">><<set $potionultimatemagic += 1>>\
You received a grand magic potion!
<<elseif _reward == "Witch's brew">><<set $witchsbrew += 1>>\
You received a vial of Witch's brew!
<<elseif _reward == "Witch's remedy">><<set $witchsremedy += 1>>\
You received a vial of Witch's remedy!
<</if>>\
<<unset $rewarddeed>>\
<</if>>\
<</widget>>\
<<widget "greatdeeds">>
<<set setup.defeatavatar to "one who defeated the terrible Avatar, saving a village from a wrath from beyond the grave">>
<<set setup.defeatdevourer to "one who destroyed the horrible monster known as the Devourer">>
<<set setup.defeatdemonservant to "one who destroyed the demon inhabiting the warlock's ruined tower on Grimrot Island">>
<<set setup.defeatwilddragon to "one who ventured into the wilds of $wilddragonislandname and slew a mighty dragon there">>
<<set setup.defeatseaserpent to "one who slew the sailors' bane, the mighty sea serpent, freeing all travelling by sea from a terrible threat">>
<<set setup.defeatguardianofrunes to "one who ventured to the ruined city of Titans and defeated its supernatural guardian in a heroic duel">>
<<set setup.defeatarchlich to "one who destroyed the foul master of evil, Arch-lich Egros, and stopped his plans of conquest">>
<<set setup.defeathuntress to "one who hunted down the mad Huntress in her lair and put an end to the threat posed by her beasts">>
<<set setup.defeatcandlewindtowerdragon to "one who slew the dragon worshipped by the cult of Candlewind Tower">>
<<set setup.defeatbrokentalondragon to "one who killed the dragon which made its lair in Broken Talon tower">>
<<set setup.defeatthunderrockdragon to "one who slew the dragon of Thunder Rock, ridding the land of a great menace">>
<<set setup.defeatmistspirit to "one who destroyed the Spirit of the Mist, making sailing the Archipelago safer for everyone">>
<<set setup.freemistspirit to "one who freed the Spirit of the Mist by giving it back its name">>
<<set setup.masterhunter to "famous member of the Hunters' Guild, who slew more dangerous monsters than anyone else">>
<<set setup.defeatfalsemirlanda to "hero who defeated false Sorceress Mirlanda and saved the Academy scholars">>
<<set setup.herosgauntlet to "one who braved the Hero's Gauntlet and recovered the ancient warrior's sword">>
<<set setup.coralcity to "one who found the legendary Coral City and dispelled the dark magic there">>
<<set setup.founddragonisland to "one who sailed far north and reached the legendary Dragon Island">>
<<set setup.killqueenskyhunter to "sailor who slew a queen skyhunter. Incredible! I always thought these monsters were immortal. It's good to hear they're not">>
<<set setup.defeatredknight to "one who finally defeated the boastful bully known as Red Knight">>
<<set setup.songs to "one whose deeds are praised by travelling minstrels">>
<<set setup.defeatgoliath to "one who destroyed the raging beast known as the Goliath">>
<<set setup.defeatthunderroc to "one who destroyed the dangerous roc created by a group of reckless mages">>
<<set setup.defeatedhuntingfury to "hero who destroyed the nightmarish demon known as the Hunting Fury">>
<<set setup.defeatedkingcrab to "one who crushed the colossal crustacean called King Crab">>
<<set $greatdeeds to []>>
<<set $greatdeedsrewards to []>>
<<set setup.greatdeedsitems to ["emerald", "sapphire", "ruby", "diamond", "Witch's brew", "levitation potion", "physical shield potion", "magic shield potion", "grand health potion", "grand magic potion", "Witch's remedy", "Witch's brew", "levitation potion", "physical shield potion", "magic shield potion", "grand health potion", "grand magic potion", "Witch's remedy"]>>
<</widget>>
A simple, but beautiful silver pendant with a giant black
pearl. It was imbued with invigorating merfolk magic.
Increases the wearer's max. HP by 20 and max. MP by 10.
<a class="link-internal ui-close">Close</a><i>This curious sword has a golden hilt and a blade of pure fire which starts burning as soon as it is unsheathed.
Legends say it was created a long time ago by a blacksmith who stole some of the Sun's fire and forged it into a weapon.</i>
Sungleam doesn't deal physical damage. Instead, each successful attack sets the enemy on fire for 1 turn, dealing 5-9 points
of irreducible damage. Unlike normal burn damage, it is increased by the character's full Spellpower value. Because of Sungleam's
nature, its damage ignores armour but is ineffective against fire-resistant enemies, which can never be burned.
Melee techniques (Power Attack, Stun and Finishing Strike) cannot be used with Sungleam, as increased force doesn't make its
fiery blade more effective.
Brawn doesn't increase Sungleam's burn damage.
Sungleam is a source of light and lets you explore dark places.
<a class="link-internal ui-close">Close</a>
A powerful spell which ensures favourable winds and safe travels on the sea.
It can only be cast from the Travel Map. When it has been cast, the next journey between
islands is guaranteed to be "uneventful". If the Travel Map is closed (via the
"Close the map" option) after the spell has been cast, it loses its power and
doesn't affect the next journey.
Cost: 20 MP
<a class="link-internal ui-close">Close</a><<if $guidingwindscast>><<set _travelroll to 10>><<unset $guidingwindscast>>\
<<else>><<set _travelroll to random(1,10)>><</if>>\
<<if $objective == "treasure" && $flynnmapowned == false && $mappiecesowned > 0 && _travelroll <= ($mappiecesowned * 2)>><<goto "flynnencounter">>
<<elseif $objective == "queen" && $silver >= 6000 && $queensharp < 1 && _travelroll > 7>><<goto "merfolkmerchants">>
<<elseif _travelroll <= 6>><<set $traveltarget to $travelevents.random()>>
<<goto $traveltarget>>\
<<elseif _travelroll == 7>>
<<if $uniquetravelevents.length > 0>>
<<set $traveltarget to $uniquetravelevents.random()>>
<<else>>
<<set $traveltarget to $travelevents.random()>>
<</if>>
<<goto $traveltarget>>\
<<else>>\
Your journey is uneventful.
[[Travel to your destination|$destination]]
<</if>>\<<if $objective == "queen">><<set $harpmerfolk to true>><</if>>\
You're sailing the calm sea, heading towards your destination, when you hear voices, even though they are no other vessels nearby. You look around and notice a group of merfolk who have emerged from the water.
The friendly merfolk explain they are looking to trade some of their wares for your coins, as silver is hard to come by and extremely valuable in their underwater city.
<<if not $merfolkluxurybought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Luxury items">><<script>>
Dialog.setup("Luxury items");
Dialog.wiki(Story.get("luxuryitems").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $luxuryitems)
</div>\
<div class="column middle">\
<<if $silver >= $goodsbuyprice>><<link [["Buy for " + $goodsbuyprice + " silver"|merfolkmerchants]]>><<set $silver -= $goodsbuyprice>><<set $luxuryitems += 1>><<set $merfolkluxurybought to true>><</link>><<else>><span class = 'red'>Buy for <<print $goodsbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $merfolkstaffbought>>\
<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> (owned: $staffowned)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($staffbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($staffbuyprice * 2/3) + " silver"|merfolkmerchants]]>><<set $staffowned += 1>><<set $silver -= Math.round($staffbuyprice * 2/3)>><<set $merfolkstaffbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($staffbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $merfolkhealthpotionbought>>\
<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> (owned: $potionultimatehealth)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($potionultimatebuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($potionultimatebuyprice * 2/3) + " silver"|merfolkmerchants]]>><<set $potionultimatehealth += 1>><<set $silver -= Math.round($potionultimatebuyprice * 2/3)>><<set $merfolkhealthpotionbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($potionultimatebuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $merfolkmagicpotionbought>>\
<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> (owned: $potionultimatemagic)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($potionultimatebuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($potionultimatebuyprice * 2/3) + " silver"|merfolkmerchants]]>><<set $potionultimatemagic += 1>><<set $silver -= Math.round($potionultimatebuyprice * 2/3)>><<set $merfolkmagicpotionbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($potionultimatebuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $merfolkthunderbought>>\
<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> (owned: $bottledthunder)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($bottledthunderbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($bottledthunderbuyprice * 2/3) + " silver"|merfolkmerchants]]>><<set $bottledthunder += 1>><<set $silver -= Math.round($bottledthunderbuyprice * 2/3)>><<set $merfolkthunderbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($bottledthunderbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $tridentofthestormsbought>>\
<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> (owned: $tridentofthestormsowned)
</div>\
<div class="column middle">\
<<if $silver >= $tridentofthestormsbuyprice>>\
<<link [["Buy for " + $tridentofthestormsbuyprice + " silver"|merfolkmerchants]]>><<set $tridentofthestormsowned += 1>><<set $silver -= $tridentofthestormsbuyprice>><<set $tridentofthestormsbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print $tridentofthestormsbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $objective == "queen" && $queensharp < 1>>\
<div class="row">\
<div class="column left">\
<span class = "legendary"><<link "Queen's Harp">><<script>>
Dialog.setup("Queen's Harp");
Dialog.wiki(Story.get("queensharpinstore").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
<div class="column middle">\
<<if $silver >= 6000>>\
<<link [[Buy for 6000 silver|merfolkmerchants]]>><<set $queensharp to 1>><<set $silver -= 6000>><</link>>
<<else>>\
<span class = "red">Buy for 6000 silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<link [[Travel to your destination|$destination]]>><<unset $merfolkstaffbought, $merfolkthunderbought, $merfolkhealthpotionbought, $merfolkmagicpotionbought, $merfolkluxurybought>><</link>>
<<widget "travelevents">>
<<set $travelevents to ["merfolkmerchants", "mistlost", "misthealing", "travelharpy", "rottingfood", "driftingship", "driftingcrate", "stormlightning", "stormcargo", "thrownoverboard", "skyhunterattack", "algae"]>>
<<if $objective == "weather">><<run $travelevents.push("fieryrain", "blacksnow", "greenmist")>><</if>>
<<set $uniquetravelevents to ["seaserpentattack", "serpentinfo", "driftingshipcrew", "mistspirit", "shiprum", "mapbottle"]>>
<<set $mistspiritname to setup.names.pluck()>>
<</widget>><<set _roll to random(1,5)>><<set _roll += $survival>><<if _roll <=2>><<set $destination to setup.destinations.random()>><</if>>\
You set sail towards your destination.
At night heavy clouds block the stars. A strange mist rises from the water. At first it's just thin wisps, but it grows thicker and soon shrouds your boat.
You realise how easy it will be to lose your direction in the mist. You <<if $survival >= 1>>make use of your survival skills<<else>>do your best<</if>> to keep the boat on course.
After what seems like hours, the mist finally clears. It's dawning, and in the distance you see some land. But is that the island you were sailing to?
[[Sail towards the land|$destination]]<i>This silver trident was created in the depths of the sea
by merfolk enchanters, and hardened in mighty lightning storms.</i>
A legendary melee weapon. Deals 5-12 points of damage. When equipped,
lightning spells only cost 50% MP (rounded up).
<a class="link-internal ui-close">Close</a><i>Drawing the string of this heavy longbow requires immense strength; some
speculate it's actually a </i>short<i> bow made ages ago for some warrior giant.</i>
A legendary ranged weapon. Deals 7-10 points of damage. The character's Brawn value
is added to all attacks (basic attacks and techniques) made with the Mighty Bow.
<a class="link-internal ui-close">Close</a><<if not $collectorunlocked>>\
You head to the Collector's giant mansion, located outside the port town on $currentislandname.
You walk all the way only to be turned away by the servant at the front door. He just takes one look at you and states, with a dignified air:
"I am sorry, but you may not enter. The only guests my master accepts are renowned merchants, who have the rarest of items to sell."
The servant shuts the door.
<<if $trading == 0>>\
You need the Trading skill to trade with the Collector!
<<else>>\
[[(Trading) Explain that you're a respected merchant|unlockcollector]]
<</if>>\
<<else>>\
You head to the Collector's giant mansion, located outside the port town on $currentislandname.
The collector's servant lets you in and leads you to his master, who eagerly awaits any precious curios you might have brought.
[[Trade with the collector|collectorsell]]
<</if>>
[[Back|$currentisland]]A book describing the great deeds of Sorceress Mirlanda, the most famous mage in the history of the Archipelago. It describes her journeys, which have taken her across many islands – and even into the depths of the ocean, where she learned magic from the merfolk and taught them some of her own spells. A long chapter discusses Mirlanda's long magic duel with Zarok, the evil warlock, and how her eventual victory saved the Archipelago from the invasion of demonic hordes. Numerous other villains and monsters Mirlanda has defeated are mentioned as well.
<<if not $librarysmallpassagecleared>>\
Having removed the massive book from the shelf, you notice a tiny passage in the brick wall, behind where the tome was. Only something very small would fit in that passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|librarymonkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|libraryshrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
[[Read a different book|library]]
[[Return to the Main Hall|academy]]You open an old, leather-bound notebook and start reading.
The notebook's owner, an adventurous member of the Academy, spent her life researching the "mysterious stone pillars" scattered throughout the Archipelago. These structures, she wrote, are very old, might even come from the Age of Titans. They're hidden in remote places; sometimes even the local people don't know there's a stone pillar on the island.
The ancient pillars are covered in carvings which seem to be some sort of maps or hints, pointing towards particular places.
The notebook's owner travelled far and wide to uncover as many pillars as she could. She never got to deciphering the mysterious carvings; from her notes, it seems she hoped other Academy members will take on that task.
The report describes many pillars, but the author disqualifies most of them as "fake" – much newer than the "real" ones she found. The three pillars she believes to be "real" are described in greater detail.
[[Read about the Black Stone Pillar|readpillarblack]]
[[Read about the White Stone Pillar|readpillarwhite]]
[[Read about the Yellow Stone Pillar|readpillaryellow]]
[[Read a different book|library]]
[[Return to the Main Hall|academy]]<<set $puffinsmet to true>>\
Your movement scares away the curious puffin. The bird flies away towards the colony.
You spend some more time watching the puffins; they're surprisingly social and something is always going on among the birds on the ledges: fights, friendly rubbing of the beaks or loud arguments. Finally you have to leave, to get back to the town before sundown.
[[Continue|$currentisland]]<<set $puffinsmet to true>><<set $shinypebble to 1>>\
You keep still as the curious puffin toddles towards you, surprisingly fast on its short legs. The bird walks around you, surveying you from every angle. It's so close you can take a good look at its colourful, striped beak and patches around the eyes that make it look comically worried.
Having completed its round, the curious puffin jumps onto your knees and drops a shiny pebble it was holding in its beak. Then it flies away towards the colony.
You pick up the pebble. It's small and grey with spots of gold. Did the puffin drop it by accident, or... was it intended as a gift? Whichever it is, you somehow feel the pebble will bring you good luck.
Shiny pebble received!
You spend some more time watching the puffins; they're surprisingly social and something is always going on among the birds on the ledges: fights, friendly rubbing of the beaks or loud arguments. Finally you have to leave, to get back to the town before sundown.
[[Continue|$currentisland]]A pretty, but generally unassuming pebble with golden spots.
Dropped (or gifted to you?) by a curious wild puffin.
Possibly a good luck charm.
<a class="link-internal ui-close">Close</a><div class = "popup">This strange creature looks like a group of small stalactites surrounding a larger one, but is in fact a rock-like monster. It uses its levitation ability to stick to the ceiling and camouflage itself until an unsuspecting victim comes close – then it launches its small stalactites like missiles.
Enemy type: mindless
Max. HP: 50
Defence: 6
Magic defence: 6
Damage reduction: 4
<span class = "heading">FLYING:</span> Stalac-teeth can fly.
<span class = "heading">FIRE RESISTANCE:</span> Stalac-teeth only takes 50% of fire damage and is immune to burn.
<span class = "heading">LIGHTNING RESISTANCE:</span> Stalac-teeth only takes 50% of lightning damage.
<span class = "heading">STUN IMMUNITY:</span> Stalac-teeth cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Stalac-teeth cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Stalac-teeth cannot be weakened.
<span class = "heading">HEAL (unlimited uses):</span> Stalac-teeth can heal by regrowing its smaller stalactites.</div>
<a class="link-internal ui-close">Close</a>
<<widget "stalacteeth">>
<<set setup.stalacteeth to {
type:"mindless",
maxhp:50,
mindamage:3,
maxdamage:10,
minpowerdamage:8,
maxpowerdamage:16,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:1,
healmin:10,
healmax:15,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:99,
defense:6,
escapediff:5,
dr:4,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:true,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:8,
mincooldown2:6,
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:"stalac-teeth",
namecapitalised:"Stalac-teeth",
namefullcaps:"STALAC-TEETH",
nameundetermined:"a stalac-teeth",
nulldamagemessage:"but stalac-teeth's stone body absorbs the damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"Stalac-teeth drops to the ground and turns into a lifeless pile of stone shards.",
attackallmessages:["Stalac-teeth shoots sharp rock shards at you", "Stalac-teeth attacks with stone spikes", "Stalac-teeth flies around, shooting rock shards", "Stalac-teeth shoots its satellite shards at you"],
attacknormalmessage:["Stalac-teeth shoots sharp rock shards at you", "Stalac-teeth attacks with stone spikes", "Stalac-teeth flies around, shooting rock shards", "Stalac-teeth shoots its satellite shards at you"],
attackflyingmessage:["Stalac-teeth shoots sharp rock shards at you", "Stalac-teeth attacks with stone spikes", "Stalac-teeth flies around, shooting rock shards", "Stalac-teeth shoots its satellite shards at you"],
cantreachmessage:[],
specialattackmessage:"Stalac-teeth spins quickly and attacks with its main body",
specialattack2message:"Stalac-teeth stops moving for a brief moment",
healmessage:"Stalac-teeth regrows some of its satellite shards",
devourmessage:"",
playerdrainmessage:"the magic energy animating stalac-teeth",
intromessage:["You look up and see a strange cluster of stalactites. Suddenly, they start to levitate and attack you!", "You are attacked by a strange stone creature masquerading as a cluster of stalactites!"],
codexdiff:1,
silver:0,
exp:200,
}>>
<</widget>><div class = "popup">Wyverns are two-legged, winged reptiles with a terrible temper and an insatiable appetite. Some speculate they were created by ancient wizards who attempted to make weaker, easily controllable dragons, but if that's true, their experiment was a complete failure, as wyverns are anything but tame and easy to control. They roost in rocky mountains and fly over land and sea, looking for things to eat.
Enemy type: beast
Max. HP: 110
Defence: 7
Magic defence: 7
Damage reduction: 4
<span class = "heading">FLYING:</span> The wyvern can fly.
<span class = "heading">FURY:</span> When the wyvern's HP falls below 25%, it flies into a destructive rage; all damage
it deals is doubled.
<span class = "heading">STUN RESISTANCE:</span> The wyvern has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> The wyvern's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> The wyvern can fortify itself.
<span class = "heading">WEAKEN:</span> The wyvern can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>
<<widget "wyvern">>
<<set setup.wyvern to {
type:"beast",
maxhp:110,
mindamage:8,
maxdamage:14,
minpowerdamage:18,
maxpowerdamage:26,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:3,
specialattack2bonus:4,
defense:7,
escapediff:7,
dr:4,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:11,
tamediff:15,
tamelevel:2,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:0,
weakenduration:4,
fortifyduration:4,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:3,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"the wyvern",
namecapitalised:"The wyvern",
namefullcaps:"WYVERN",
nameundetermined:"a wyvern",
nulldamagemessage:"but the wyvern's scales protect it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The wyvern shrieks in pain and falls down, dead.",
attackallmessages:["The wyvern attacks with its claws", "The wyvern snaps its teeth at you", "The wyvern flies by and attacks with its claws", "The wyvern attacks with its tail"],
attacknormalmessage:["The wyvern attacks with its claws", "The wyvern snaps its teeth at you", "The wyvern flies by and attacks with its claws", "The wyvern attacks with its tail"],
attackflyingmessage:["The wyvern attacks with its claws", "The wyvern snaps its teeth at you", "The wyvern flies by and attacks with its claws", "The wyvern attacks with its tail"],
cantreachmessage:[],
specialattackmessage:"The wyvern flies high, then makes a diving attack",
specialattack2message:"The wyvern emits a shrill shriek",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the wyvern",
intromessage:["You hear a piercing shriek and see a huge wyvern flying towards you!", "You are attacked by a huge winged reptile!"],
codexdiff:2,
silver:0,
exp:600,
}>>
<</widget>>A set of sharp fangs taken from a wyvern.
<a class="link-internal ui-close">Close</a><div class = "popup">These monsters look like giant hounds, but their bodies are made of crystal and covered with sharp shards, with one especially large horn on the forehead. They often guard ancient ruins or hidden treasures, which makes some people believe they were created specifically for that purpose. Crystal hounds never tire or sleep, feel no hunger or fear and will relentlessly attack any approaching creature.
Enemy type: mindless
Max. HP: 80
Defence: 7
Magic defence: 6
Damage reduction: 3
<span class = "heading">FIRE RESISTANCE:</span> Crystal hound only takes 50% of fire damage and is immune to burn.
<span class = "heading">STUN IMMUNITY:</span> Crystal hound cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Crystal hound cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Crystal hound cannot be weakened.
<span class = "heading">STUN:</span> Crystal hound's attacks may stun the opponent.
<span class = "heading">BURN:</span> Crystal hound's attacks may set the opponent on fire.
<span class = "heading">FORTIFY:</span> Crystal hound can fortify itself.</div>
<a class="link-internal ui-close">Close</a><<widget "crystalhound">>
<<set setup.crystalhound to {
type:"mindless",
maxhp:80,
mindamage:6,
maxdamage:12,
minpowerdamage:14,
maxpowerdamage:23,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"magic",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:3,
specialattack2bonus:2,
defense:7,
escapediff:5,
dr:3,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:3,
maxburndamage:6,
poisondamage:0,
maxcooldown:5,
mincooldown:4,
maxcooldown2:6,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:true,
special2fortify:true,
specialplayeraction:"",
name:"the crystal hound",
namecapitalised:"The crystal hound",
namefullcaps:"CRYSTAL HOUND",
nameundetermined:"a crystal hound",
nulldamagemessage:"but the hound's crystal body protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The crystal hound stops moving and shatters into a thousand shards.",
attackallmessages:["The crystal hound bites you", "The crystal hound claws at you", "The crystal hound snaps its jaws at you", "The hound attacks with its crystal horn"],
attacknormalmessage:["The crystal hound bites you", "The crystal hound claws at you", "The crystal hound snaps its jaws at you", "The hound attacks with its crystal horn"],
attackflyingmessage:[""],
cantreachmessage:["The hound tries to attack, but cannot reach you!"],
specialattackmessage:"The crystal hound opens its mouth and shoots a beam of heat",
specialattack2message:"The crystal hound emits an ear-splitting howl",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic animating the hound's crystal body",
intromessage:["A giant hound-like creature with a crystal body charges at you!", "You are attacked by a giant hound made of crystal!"],
codexdiff:2,
silver:0,
exp:500,
}>>
<</widget>><<widget "cancelstatuseffects">>\
<<set $playerweakened to false>><<set $playerweakenedturns to 0>><<set $playerpoisoned to false>><<set $playerpoisonedturns to 0>><<set $playerburned to false>><<set $playerburnedturns to 0>><<set $playerstunned to false>><<set $playerstunnedturns to 0>><<set $enemyweakened to false>><<set $enemyweakenedturns to 0>><<set $enemypoisoned to false>><<set $enemypoisonedturns to 0>><<set $enemyburned to false>><<set $enemyburnedturns to 0>><<set $enemystunned to false>><<set $enemystunnedturns to 0>><</widget>>\
<<widget "unsetcombatvariables">>
<<unset $incombat, $initiative, $defending, $playermessage, $enemymessage, $playerpoisonedmessage, $playerburnedmessage, $enemypoisonedmessage, $enemyburnedmessage, $weaponeffectmessage, $apronmessage, $playerevadebonus, $darkmistbonus, $enemyhealcharges, $playerweakened, $playerpoisoned, $playerburned, $playerstunned, $playerweakenedturns, $playerpoisonedturns, $playerburnedturns, $playerstunnedturns, $playerlevitateturns, $playerphysicalimmunityturns, $playermagicimmunityturns, $enemyweakened, $enemypoisoned, $enemyburned, $enemystunned, $enemyweakenedturns, $enemypoisonedturns, $enemyburnedturns, $enemystunnedturns, $diplomacyused, $intimidateused, $stunsuccess, $stunfail, $playerpoisondamage, $playerburndamagemin, $playerburndamagemax, $mpgain, $healed, $tameroll, $playerbigdamage, $playerdamage, $enemyhp, $surprised, $escaperoll, $diplomacyroll, $intimidateroll, $defendingultimate, $darkmistturns, $enemybigattackeffectmessage, $enemybigattackeffectmessage2, $enemybigattackeffectmessage3, $enemybigattackeffectmessage4, $enemybigattackeffectmessage5, $enemybigattackeffectmessage6, $allybigattackeffectmessage, $allybigattackeffectmessage2, $allybigattackeffectmessage3, $allybigattackeffectmessage4, $allybigattackeffectmessage5, $allybigattackeffectmessage6, $enemyisevading, $enemycooldown, $enemycooldown2, $enemydamage, $enemypowerdamage, $enemyactivespecial, $devourroll, $mpgained, $boltdamage, $hadweakenimmunity, $mpdrain, $enemyvolleyhits, $allydevoured, $noinventory, $playerdead>>
<<set $allyleavemessage to "">>
<</widget>>
<<widget "unsetlootdrop">>
<<unset $lootdrop1message, $lootdrop2message, $silvergained>>
<</widget>>
<<widget "endavataraftercombat">>
<<unset $avatarpower, $avatarpowerturns>><<set $player.physicalimmunity to false>><<set $player.magicimmunity to false>><<set $avatarpower to false>>
<<print "The Avatar Stone's power is depleted. The glow surrounding you, and the crystal spikes disappear.">>
<</widget>><div class = "popup">Mysterious and deadly, the assassins appear from the shadows to eliminate their targets, then disappear without a trace. Not every hired killer is an assassin; only those with enough training, skills and diabolical cunning can truly be called such.
Some assassins, for various reasons, leave their trade and join bandit gangs, where they usually rise to the rank of a leader. Others are hired as bodyguards by unscrupulous types (and basically given an extended contract for killing "anyone who approaches").
Enemy type: sentient
Max. HP: 60
Defence: 8
Magic defence: 8
Damage reduction: 2
<span class = "heading">VOLLEY:</span> The assassin's special attack is a volley of shots;
each shot's chance to hit and damage are calculated separately.
<span class = "heading">DR IGNORE (2):</span> The assassin's attacks ignore 2 points of the target's damage reduction.
<span class = "heading">MP DAMAGE:</span> The assassin has a special attack which damages the opponent's MP.
<span class = "heading">POISON:</span> The assassin's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> The assassin can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "assassin">>
<<set setup.assassin to {
type:"sentient",
maxhp:60,
mindamage:5,
maxdamage:11,
minpowerdamage:4,
maxpowerdamage:12,
minpowerdamage2:5,
maxpowerdamage2:11,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:true,
volleyshots:4,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:1,
specialattack2bonus:4,
defense:8,
escapediff:8,
dr:2,
drignore:2,
magicdefense:8,
diplomacydiff:8,
intimidatediff:9,
tamediff:0,
tamelevel:0,
bribe:450,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:3,
weakenduration:3,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
maxcooldown:8,
mincooldown:6,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"poison1",
specialdamagesmana:false,
special2damagesmana:true,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the assassin",
namecapitalised:"The assassin",
namefullcaps:"ASSASSIN",
nameundetermined:"an assassin",
nulldamagemessage:"but the assassin's light armour absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The assassin drops down dead.",
attackallmessages:["The assassin shoots at you", "The assassin takes aim and shoots", "The assassin attacks with a crossbow", "The assassin shoots a bolt at you"],
attacknormalmessage:["The assassin shoots at you", "The assassin takes aim and shoots", "The assassin attacks with a crossbow", "The assassin shoots a bolt at you"],
attackflyingmessage:["The assassin shoots at you", "The assassin takes aim and shoots", "The assassin attacks with a crossbow", "The assassin shoots a bolt at you"],
cantreachmessage:[],
specialattackmessage:"The assassin fires a volley of $enemy.volleyshots bolts<<if $enemyvolleyhits == 0>><<else>>. $enemyvolleyhits of them <<if $enemyvolleyhits == 1>>hits<<else>>hit<</if>> you<</if>>",
specialattack2message:"The assassin shoots a bolt covered in a weakening toxin",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the assassin",
intromessage:["A hooded assassin emerges from the shadows!", "You're attacked by a crossbow-wielding assassin!"],
codexdiff:1,
silver:500,
exp:300,
}>>
<</widget>><<print $dungeon1.rumour>>
[[Back|dungeon1]]<<print $dungeon2.rumour>>
[[Back|dungeon2]]<<set $dungeon3secretroomvisited to true>>\
<<if $dungeon3.type == "crypt">>You follow a crumbling passage into a small room with walls laid with skulls. In the centre of the room there's a big treasure chest!
<<elseif $dungeon3.type == "cave">>You follow a narrow passage into a small room with a pool of water in the centre. You recover a leather bag from the bottom of the pool!
<<else>>You follow a winding passage into a tiny secret room. In the centre of the room there's a treasure chest!
<</if>>\
<<switch visited()>>\
<<case 1>>
<<set _treasure to random(1,3)>>\
<<if _treasure == 1>>\
<<set $potionhealthbig += 2>><<set $silver += 800>>\
<span class = "gold">You found 2 potent health potions and 800 pieces of silver!</span>
<<elseif _treasure == 2>>\
<<set $silver += 500>><<set $luxuryitems +=1>>\
<span class = "gold">You found <<print setup.luxury.random()>> (a luxury item) and 500 pieces of silver!</span>
<<else>>\
<<set $blessedointment += 1>><<set $silver += 900>>\
<span class = "gold">You found a vial of Blessed Ointment and 900 pieces of silver!</span>
<</if>>\
<<default>><</switch>>\
[[Exit the secret room|$currentdungeonroom.name]]<<print $dungeon3.rumour>>
[[Back|dungeon3]]<<unset $dungeon3bosstreasurenottaken>>\
<<if $dungeon3.name == "Crystal Cave">>\
<span class = "gold"><<crystalcave>></span>
<<elseif $dungeon3.name == "Necromancer's Folly">>\
<span class = "gold"><<necromancersfolly>></span>
<<elseif $dungeon3.name == "Stone Gardens">>\
<span class = "gold"><<stonegardens>></span>
<<elseif $dungeon3.name == "Sleeping City">>\
<span class = "gold"><<sleepingcity>></span>
<<elseif $dungeon3.name == "Tomb of the Ancients">>\
<span class = "gold"><<tomboftheancients>></span>
<<elseif $dungeon3.name == "Serpent's Nest">>\
<span class = "gold"><<serpentsnest>></span>
<<elseif $dungeon3.name == "Whirlpool Cave">>\
<span class = "gold"><<whirlpoolcave>></span>
<</if>>\
<<if $objective == "treasure" && $dungeonmapowned == false && $dungeonmap == "dungeon3">><<set $dungeonmapowned to true>><<set $mappiecesowned += 1>>\
Among the items in the chest you discover a small leather pouch. Inside, there's a piece of old, weathered parchment – a fragment cut off from a larger sea map – showing a partial outline of an island, a picture of a skull and some words scrawled next to it.
<span class = "gold">You found Captain Bones' part of the Four Captains' Treasure map!</span>
<<if $mappiecesowned == 4>>\
You found the last piece and now own the complete Four Captains Treasure Map! Time to read it and learn where the legendary Vault is located.
<</if>>\
<<elseif $objective == "weather" && $blueprintsdungeon == "dungeon3" && $blueprintsfound != true>><<unset $blueprintslocation>><<set $blueprintsfound to true>><<set $notesonheavenlyspire to 1>>\
While searching the chest, you notice a skeletal corpse lying on the floor behind it. The dried out human remains are dressed in a grey robe. The skeletal hand of the dead person is still clutching a leather-bound notebook.
It seems like you found the scholar who ventured into $dungeon3.name looking for the ancient knowledge required to repair the magic compass. You wonder if she found what she was looking for in the treasure chest, only to be killed by some monster a moment later...
You take the notebook the skeleton was clutching and discover it's full of notes on Heavenly Spire. There's also an ancient-looking loose page inserted into it.
<span class = "gold">You received Notes on Heavenly Spire!</span>
<<elseif $objective == "queen" && $livewaterdungeon == "dungeon3" && $livewaterfound != true>><<set $livewater to 1>><<set $livewaterfound to true>>\
At the bottom of the treasure chest you find a small vial. It's filled with water which is moving and swirling on its own, and emitting a faint glow.
<span class = "gold">You found the legendary Live Water!</span>
<<else>><</if>>\
[[Back|dungeon3J]] <<print $dungeon4.rumour>>
[[Back|dungeon4]]<<set $dungeon4secretroomvisited to true>>\
<<if $dungeon4.type == "crypt">>You follow the secret passage into a small, dusty room with bone-strewn floor. In the centre of the room there's a treasure chest!
<<elseif $dungeon4.type == "cave">>You follow a narrow passage into a small room with strange crystal structures covering the walls. In the room you find a leather bag filled with treasure!
<<else>>You follow a winding passage into a dusty secret chamber filled with decaying furniture. In the corner you spot a treasure chest!
<</if>>\
<<switch visited()>>\
<<case 1>>
<<set _treasure to random(1,3)>>\
<<if _treasure == 1>>\
<<set $quickdrawnecklace += 1>><<set $silver += 100>>\
<span class = "gold">You found a Quickdraw Necklace and 100 pieces of silver!</span>
<<elseif _treasure == 2>>\
<<set $silver += 500>><<set $luxuryitems +=1>>\
<span class = "gold">You found <<print setup.luxury.random()>> (a luxury item) and 500 pieces of silver!</span>
<<else>>\
<<set $potionbigmagic += 1>><<set $silver += 1000>>\
<span class = "gold">You found a potent magic potion and 1000 pieces of silver!</span>
<</if>>\
<<default>><</switch>>\
[[Exit the secret room|$currentdungeonroom.name]]<<unset $dungeon4bosstreasurenottaken>>\
<<if $dungeon4.name == "Crystal Cave">>\
<span class = "gold"><<crystalcave>></span>
<<elseif $dungeon4.name == "Necromancer's Folly">>\
<span class = "gold"><<necromancersfolly>></span>
<<elseif $dungeon4.name == "Stone Gardens">>\
<span class = "gold"><<stonegardens>></span>
<<elseif $dungeon4.name == "Sleeping City">>\
<span class = "gold"><<sleepingcity>></span>
<<elseif $dungeon4.name == "Tomb of the Ancients">>\
<span class = "gold"><<tomboftheancients>></span>
<<elseif $dungeon4.name == "Serpent's Nest">>\
<span class = "gold"><<serpentsnest>></span>
<<elseif $dungeon4.name == "Whirlpool Cave">>\
<span class = "gold"><<whirlpoolcave>></span>
<</if>>\
<<if $objective == "treasure" && $dungeonmapowned == false && $dungeonmap == "dungeon4">><<set $dungeonmapowned to true>><<set $mappiecesowned += 1>>\
Among the items in the chest you discover a small leather pouch. Inside, there's a piece of old, weathered parchment – a fragment cut off from a larger sea map – showing a partial outline of an island, a picture of a skull and some words scrawled next to it.
<span class = "gold">You found Captain Bones' part of the Four Captains' Treasure map!</span>
<<if $mappiecesowned == 4>>\
You found the last piece and now own the complete Four Captains Treasure Map! Time to read it and learn where the legendary Vault is located.
<</if>>\
<<elseif $objective == "weather" && $blueprintsdungeon == "dungeon4" && $blueprintsfound != true>><<set $blueprintsfound to true>><<unset $blueprintslocation>><<set $notesonheavenlyspire to 1>>\
While searching the chest, you notice a skeletal corpse lying on the floor behind it. The dried out human remains are dressed in a grey robe. The skeletal hand of the dead person is still clutching a leather-bound notebook.
It seems like you found the scholar who ventured into $dungeon4.name looking for the ancient knowledge required to repair the magic compass. You wonder if she found what she was looking for in the treasure chest, only to be killed by some monster a moment later...
You take the notebook the skeleton was clutching and discover it's full of notes on Heavenly Spire. There's also an ancient-looking loose page inserted into it.
<span class = "gold">You received Notes on Heavenly Spire!</span>
<<elseif $objective == "queen" && $livewaterdungeon == "dungeon4" && $livewaterfound != true>><<set $livewater to 1>><<set $livewaterfound to true>>\
At the bottom of the treasure chest you find a small vial. It's filled with water which is moving and swirling on its own, and emitting a faint glow.
<span class = "gold">You found the legendary Live Water!</span>
<<else>><</if>>\
[[Back|dungeon4J]] <<widget "seaserpent">>
<<set setup.seaserpent to {
type:"legendary",
maxhp:220,
mindamage:6,
maxdamage:15,
minpowerdamage:16,
maxpowerdamage:36,
minpowerdamage2:8,
maxpowerdamage2:15,
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:2,
specialattackbonus:4,
specialattack2bonus:4,
defense:7,
escapediff:6,
dr:4,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:true,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:7,
maxcooldown:9,
mincooldown:7,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the sea serpent",
namecapitalised:"The sea serpent",
namefullcaps:"SEA SERPENT",
nameundetermined:"",
nulldamagemessage:"but the serpent's scaly hide protects it from any damage",
playermissmessage:["you miss"],
deathmessage:"The mortally wounded sea serpent thrashes in agony, making giant waves that rock your boat.<br>Then, the monster sinks to the bottom of the ocean.",
attackallmessages:["The sea serpent bites you", "The sea serpent chomps on you", "The sea serpent rams you with its head", "The sea serpent strikes with its powerful tail", "The sea serpent spits corrosive fluid at you", "The sea serpent belches out toxic liquid at you"],
attacknormalmessage:["The sea serpent bites you", "The sea serpent chomps on you", "The sea serpent rams you with its head", "The sea serpent strikes with its powerful tail"],
attackflyingmessage:["The sea serpent spits corrosive fluid at you", "The sea serpent belches out toxic liquid at you"],
cantreachmessage:[],
specialattackmessage:"The sea serpent jumps out of the water and comes crashing down right at you",
specialattack2message:"The sea serpent bends down over you and vomits a stream of corrosive green liquid",
healmessage:"",
devourmessage:"The sea serpent bends down over your boat and crushes your hapless ally in its maw, then swallows them.",
playerdrainmessage:"the life force of the sea serpent",
intromessage:["You face a giant sea serpent – the monster sailors whisper about with fear!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>> <div class = "popup">The legendary sea serpent is the most feared sea monster in the Archipelago. It is known to have attacked ships, picking out and devouring their crew one by one; few have survived to tell the tale of their meeting with this enormous creature.</div>
Enemy type: legendary
Max. HP: 220
Defence: 7
Magic defence: 7
Damage reduction: 4
<span class = "heading">LIGHTNING RESISTANCE:</span> The sea serpent only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> The sea serpent has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> The sea serpent's attacks may stun the opponent.
<span class = "heading">POISON:</span> The sea serpent's attacks may poison the opponent.
<span class = "heading">DEVOUR:</span> The sea serpent has a chance of devouring the hero's ally, killing them permanently.
<a class="link-internal ui-close">Close</a>This heavy tome is a collection of legends about Hjafnir the Barbarian, his many travels and adventures.
You've heard most of these stories before; Hjafnir is by far the most popular hero of folk tales and bards' songs in the Archipelago. You know he lived hundreds of years ago and was known for his strength, battle prowess and unyielding spirit.
You skim through the book, finding tales of Hjafnir's first battle against giants on his icy home island; of his struggle against a mighty sea serpent; of a long duel between the Barbarian and the Black Knight of Vikkena, which Hjafnir eventually won, but was stopped from knocking off his opponent's helmet and revealing their true identity by the Knight summoning black mist to escape. There's also the story about the Barbarian's last adventure – he was warned by three wizards about the evil Dragon King who prepared to invade the Archipelago and enslave all humans, and sailed north to find the legendary Dragon Island and slay the beast. He has never been seen again, but the hordes of the Dragon King did not invade, so many people believe Hjafnir killed the monster, but sadly lost his life accomplishing this last great deed.
The book ends with a remark on Hjafnir as a historic figure. Its author states that most of the stories about the Barbarian are based on the real events, but some may have been invented by bards and storytellers. It is, however, certain that Hjafnir existed, and it's true he's never returned from his last adventure – the quest to find Dragon Island and kill its ruler.
<<if $hjafnirunlocked>>\
Well – you know more than the author of the book did. Including the not-so-final fate of the Barbarian.
<</if>>
[[Read a different book|library]]
[[Return to the Main Hall|academy]]You're sailing the calm seas when you notice a long shadow passing under your boat. What giant creature could it be?
A moment later, the water starts to churn. A giant head and the front part of an enormous serpentine body emerge from under the surface. The mighty sea monster, ancient and covered in barnacles, is looking to make you its next meal!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.seaserpent>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "seaserpentescaped">><<set $winroom to "seaserpentwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.seaserpent>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "seaserpentwin">><<set $playermessage to "">><</link>><</if>>\<<run $uniquetravelevents.delete("seaserpentattack")>><<run $uniquetravelevents.delete("serpentinfo")>>\
<<switch visited()>><<case 1>>\
<<set $greatdeeds.push(setup.defeatseaserpent)>><<set $greatdeedsrewards.push(setup.defeatseaserpent)>>\
<<set $renown += 2>>\
<<default>><</switch>>\
The mighty sea serpent, sailors' bane, is dead! People of the Archipelago will rejoice when they hear the good news!
<span class = "gold">Your renown goes up by 2!</span>
[[Travel to your destination|$destination]]
Catching the wind in your sails, you make a lucky escape from the terrible serpent, steering the boat to avoid the monster's attack. Finally, the serpent gives up the chase.
[[Travel to your destination|$destination]]<<widget "dungeon1statusisland">>\
<<if not $dungeon1Anotcleared && not $dungeon1Bnotcleared && not $dungeon1Cnotcleared && not $dungeon1Dnotcleared && not $dungeon1Enotcleared && not $dungeon1Fnotcleared && not $dungeon1Hnotcleared>>You have fully explored the dungeon.<<elseif not $dungeon1Hnotcleared>>You have defeated the strongest enemy in the dungeon, but haven't explored every room.<<else>>You haven't explored the dungeon yet.<</if>>\
<</widget>>\
<<widget "dungeon2statusisland">>\
<<if not $dungeon2Anotcleared && not $dungeon2Bnotcleared && not $dungeon2Cnotcleared && not $dungeon2Dnotcleared && not $dungeon2Enotcleared && not $dungeon2Fnotcleared && not $dungeon2Gnotcleared && not $dungeon2Inotcleared>>You have fully explored the dungeon.<<elseif not $dungeon2Inotcleared>>You have defeated the strongest enemy in the dungeon, but haven't explored every room.<<else>>You haven't explored the dungeon yet.<</if>>\
<</widget>>\
<<widget "dungeon3statusisland">>\
<<if not $dungeon3Anotcleared && not $dungeon3Cnotcleared && not $dungeon3Dnotcleared && not $dungeon3Enotcleared && not $dungeon3Fnotcleared && not $dungeon3Gnotcleared && not $dungeon3Hnotcleared && not $dungeon3Inotcleared && not $dungeon3Jnotcleared>>You have fully explored the dungeon.<<elseif not $dungeon3Jnotcleared>>You have defeated the strongest enemy in the dungeon, but haven't explored every room.<<else>>You haven't explored the dungeon yet.<</if>>\
<</widget>>\
<<widget "dungeon4statusisland">>\
<<if not $dungeon4Anotcleared && not $dungeon4Bnotcleared && not $dungeon4Cnotcleared && not $dungeon4Dnotcleared && not $dungeon4Enotcleared && not $dungeon4Fnotcleared && not $dungeon4Gnotcleared && not $dungeon4Hnotcleared && not $dungeon4Jnotcleared>>You have fully explored the dungeon.<<elseif not $dungeon4Jnotcleared>>You have defeated the strongest enemy in the dungeon, but haven't explored every room.<<else>>You haven't explored the dungeon yet.<</if>>\
<</widget>>\
<<widget "dungeon5statusisland">>\
<<if not $dungeon5Anotcleared && not $dungeon5Bnotcleared && not $dungeon5Cnotcleared && not $dungeon5Dnotcleared && not $dungeon5Enotcleared && not $dungeon5Fnotcleared && not $dungeon5Gnotcleared && not $dungeon5Hnotcleared && not $dungeon5Jnotcleared && not $dungeon5Knotcleared && not $dungeon5Lnotcleared && not $dungeon5Mnotcleared && not $dungeon5Nnotcleared && not $dungeon5Onotcleared>>You have fully explored the dungeon.<<elseif not $dungeon5Hnotcleared>>You have defeated the strongest enemy in the dungeon, but haven't explored every room.<<else>>You haven't explored the dungeon yet.<</if>>\
<</widget>>\
<<widget "dungeon6statusisland">>\
<<if not $dungeon6Anotcleared && not $dungeon6Cnotcleared && not $dungeon6Dnotcleared && not $dungeon6Enotcleared && not $dungeon6Fnotcleared && not $dungeon6Gnotcleared && not $dungeon6Hnotcleared && not $dungeon6Inotcleared && not $dungeon6Jnotcleared && not $dungeon6Knotcleared && not $dungeon6Lnotcleared && not $dungeon6Mnotcleared && not $dungeon6Nnotcleared>>You have fully explored the dungeon.<<elseif not $dungeon6Anotcleared>>You have defeated the strongest enemy in the dungeon, but haven't explored every room.<<else>>You haven't explored the dungeon yet.<</if>>\
<</widget>>\
<<widget "mine1statusisland">>\
<<if not $mine1Anotcleared && not $mine1Bnotcleared && not $mine1Cnotcleared && not $mine1Dnotcleared && not $mine1Enotcleared && not $mine1Fnotcleared && not $mine1Gnotcleared && not $mine1Hnotcleared && not $mine1Inotcleared>>You have fully explored the mines.<<else>>You haven't fully explored the mines yet.<</if>>\
<</widget>>\
<<widget "mine2statusisland">>\
<<if not $mine2Anotcleared && not $mine2Bnotcleared && not $mine2Cnotcleared && not $mine2Dnotcleared && not $mine2Enotcleared && not $mine2Fnotcleared && not $mine2Gnotcleared && not $mine2Hnotcleared && not $mine2Inotcleared>>You have fully explored the mines.<<else>>You haven't fully explored the mines yet.<</if>>\
<</widget>>\
<<widget "mine3statusisland">>\
<<if not $mine3Anotcleared && not $mine3Bnotcleared && not $mine3Cnotcleared && not $mine3Dnotcleared && not $mine3Enotcleared && not $mine3Fnotcleared && not $mine3Gnotcleared && not $mine3Hnotcleared && not $mine3Inotcleared>>You have fully explored the mines.<<else>>You haven't fully explored the mines yet.<</if>>\
<</widget>>\
<<widget "mine4statusisland">>\
<<if not $mine4Anotcleared && not $mine4Bnotcleared && not $mine4Cnotcleared && not $mine4Dnotcleared && not $mine4Enotcleared && not $mine4Fnotcleared && not $mine4Gnotcleared && not $mine4Hnotcleared && not $mine4Inotcleared>>You have fully explored the mines.<<else>>You haven't fully explored the mines yet.<</if>>\
<</widget>>\
<<widget "printactivitiesisland1">>\
<<if $island1activity == "mainmarket">>\
The port town on <<print $island1.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island1activity == "market1" || $island1activity == "market2" || $island1activity == "market3" || $island1activity == "market4" || $island1activity == "market5" || $island1activity == "market6" || $island1activity == "market7">>\
<<print $island1.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island1activity == "enchanter">>\
<<print $island1.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island1activity == "witch">>\
<<print $island1.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island1activity == "collector">>\
<<print $island1.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island1activity == "oldsailor">>\
<<print $island1.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island1activity2 == "dungeon1">>\
There's a dungeon on <<print $island1.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island1activity2 == "dungeon2">>\
There's a dungeon on <<print $island1.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island1activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island1.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island1activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island1.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island1activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island1.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island1activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island1.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island1activity2 == "mine1">>
There are ancient mines on <<print $island1.name>>. <<mine1statusisland>>
<<elseif $island1activity2 == "mine2">>
There are recently abandoned mines on <<print $island1.name>>. <<mine2statusisland>>
<<elseif $island1activity2 == "mine3">>
There are haunted mines on <<print $island1.name>>. <<mine3statusisland>>
<<elseif $island1activity2 == "mine4">>
There are monster-infested mines on <<print $island1.name>>. <<mine4statusisland>>
<<elseif $island1activity2 == "bandits">>\
<<print $island1.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island1activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island1.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island1activity2 == "mindless">>\
The Ancient Ruins on <<print $island1.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland2">>\
<<if $island2activity == "mainmarket">>\
The port town on <<print $island2.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island2activity == "market1" || $island2activity == "market2" || $island2activity == "market3" || $island2activity == "market4" || $island2activity == "market5" || $island2activity == "market6" || $island2activity == "market7">>\
<<print $island2.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island2activity == "enchanter">>\
<<print $island2.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island2activity == "witch">>\
<<print $island2.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island2activity == "collector">>\
<<print $island2.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island2activity == "oldsailor">>\
<<print $island2.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island2activity2 == "dungeon1">>\
There's a dungeon on <<print $island2.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island2activity2 == "dungeon2">>\
There's a dungeon on <<print $island2.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island2activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island2.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island2activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island2.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island2activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island2.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island2activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island2.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island2activity2 == "mine1">>
There are ancient mines on <<print $island2.name>>. <<mine1statusisland>>
<<elseif $island2activity2 == "mine2">>
There are recently abandoned mines on <<print $island2.name>>. <<mine2statusisland>>
<<elseif $island2activity2 == "mine3">>
There are haunted mines on <<print $island2.name>>. <<mine3statusisland>>
<<elseif $island2activity2 == "mine4">>
There are monster-infested mines on <<print $island2.name>>. <<mine4statusisland>>
<<elseif $island2activity2 == "bandits">>\
<<print $island2.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island2activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island2.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island2activity2 == "mindless">>\
The Ancient Ruins on <<print $island2.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland3">>\
<<if $island3activity == "mainmarket">>\
The port town on <<print $island3.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island3activity == "market1" || $island3activity == "market2" || $island3activity == "market3" || $island3activity == "market4" || $island3activity == "market5" || $island3activity == "market6" || $island3activity == "market7">>\
<<print $island3.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island3activity == "enchanter">>\
<<print $island3.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island3activity == "witch">>\
<<print $island3.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island3activity == "collector">>\
<<print $island3.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island3activity == "oldsailor">>\
<<print $island3.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island3activity2 == "dungeon1">>\
There's a dungeon on <<print $island3.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island3activity2 == "dungeon2">>\
There's a dungeon on <<print $island3.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island3activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island3.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island3activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island3.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island3activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island3.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island3activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island3.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island3activity2 == "mine1">>
There are ancient mines on <<print $island3.name>>. <<mine1statusisland>>
<<elseif $island3activity2 == "mine2">>
There are recently abandoned mines on <<print $island3.name>>. <<mine2statusisland>>
<<elseif $island3activity2 == "mine3">>
There are haunted mines on <<print $island3.name>>. <<mine3statusisland>>
<<elseif $island3activity2 == "mine4">>
There are monster-infested mines on <<print $island3.name>>. <<mine4statusisland>>
<<elseif $island3activity2 == "bandits">>\
<<print $island3.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island3activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island3.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island3activity2 == "mindless">>\
The Ancient Ruins on <<print $island3.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland4">>\
<<if $island4activity == "mainmarket">>\
The port town on <<print $island4.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island4activity == "market1" || $island4activity == "market2" || $island4activity == "market3" || $island4activity == "market4" || $island4activity == "market5" || $island4activity == "market6" || $island4activity == "market7">>\
<<print $island4.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island4activity == "enchanter">>\
<<print $island4.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island4activity == "witch">>\
<<print $island4.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island4activity == "collector">>\
<<print $island4.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island4activity == "oldsailor">>\
<<print $island4.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island4activity2 == "dungeon1">>\
There's a dungeon on <<print $island4.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island4activity2 == "dungeon2">>\
There's a dungeon on <<print $island4.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island4activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island4.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island4activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island4.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island4activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island4.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island4activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island4.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island4activity2 == "mine1">>
There are ancient mines on <<print $island4.name>>. <<mine1statusisland>>
<<elseif $island4activity2 == "mine2">>
There are recently abandoned mines on <<print $island4.name>>. <<mine2statusisland>>
<<elseif $island4activity2 == "mine3">>
There are haunted mines on <<print $island4.name>>. <<mine3statusisland>>
<<elseif $island4activity2 == "mine4">>
There are monster-infested mines on <<print $island4.name>>. <<mine4statusisland>>
<<elseif $island4activity2 == "bandits">>\
<<print $island4.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island4activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island4.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island4activity2 == "mindless">>\
The Ancient Ruins on <<print $island4.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland5">>\
<<if $island5activity == "mainmarket">>\
The port town on <<print $island5.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island5activity == "market1" || $island5activity == "market2" || $island5activity == "market3" || $island5activity == "market4" || $island5activity == "market5" || $island5activity == "market6" || $island5activity == "market7">>\
<<print $island5.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island5activity == "enchanter">>\
<<print $island5.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island5activity == "witch">>\
<<print $island5.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island5activity == "collector">>\
<<print $island5.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island5activity == "oldsailor">>\
<<print $island5.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island5activity2 == "dungeon1">>\
There's a dungeon on <<print $island5.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island5activity2 == "dungeon2">>\
There's a dungeon on <<print $island5.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island5activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island5.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island5activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island5.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island5activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island5.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island5activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island5.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island5activity2 == "mine1">>
There are ancient mines on <<print $island5.name>>. <<mine1statusisland>>
<<elseif $island5activity2 == "mine2">>
There are recently abandoned mines on <<print $island5.name>>. <<mine2statusisland>>
<<elseif $island5activity2 == "mine3">>
There are haunted mines on <<print $island5.name>>. <<mine3statusisland>>
<<elseif $island5activity2 == "mine4">>
There are monster-infested mines on <<print $island5.name>>. <<mine4statusisland>>
<<elseif $island5activity2 == "bandits">>\
<<print $island5.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island5activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island5.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island5activity2 == "mindless">>\
The Ancient Ruins on <<print $island5.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland6">>\
<<if $island6activity == "mainmarket">>\
The port town on <<print $island6.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island6activity == "market1" || $island6activity == "market2" || $island6activity == "market3" || $island6activity == "market4" || $island6activity == "market5" || $island6activity == "market6" || $island6activity == "market7">>\
<<print $island6.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island6activity == "enchanter">>\
<<print $island6.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island6activity == "witch">>\
<<print $island6.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island6activity == "collector">>\
<<print $island6.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island6activity == "oldsailor">>\
<<print $island6.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island6activity2 == "dungeon1">>\
There's a dungeon on <<print $island6.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island6activity2 == "dungeon2">>\
There's a dungeon on <<print $island6.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island6activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island6.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island6activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island6.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island6activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island6.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island6activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island6.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island6activity2 == "mine1">>
There are ancient mines on <<print $island6.name>>. <<mine1statusisland>>
<<elseif $island6activity2 == "mine2">>
There are recently abandoned mines on <<print $island6.name>>. <<mine2statusisland>>
<<elseif $island6activity2 == "mine3">>
There are haunted mines on <<print $island6.name>>. <<mine3statusisland>>
<<elseif $island6activity2 == "mine4">>
There are monster-infested mines on <<print $island6.name>>. <<mine4statusisland>>
<<elseif $island6activity2 == "bandits">>\
<<print $island6.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island6activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island6.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island6activity2 == "mindless">>\
The Ancient Ruins on <<print $island6.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland7">>\
<<if $island7activity == "mainmarket">>\
The port town on <<print $island7.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island7activity == "market1" || $island7activity == "market2" || $island7activity == "market3" || $island7activity == "market4" || $island7activity == "market5" || $island7activity == "market6" || $island7activity == "market7">>\
<<print $island7.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island7activity == "enchanter">>\
<<print $island7.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island7activity == "witch">>\
<<print $island7.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island7activity == "collector">>\
<<print $island7.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island7activity == "oldsailor">>\
<<print $island7.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island7activity2 == "dungeon1">>\
There's a dungeon on <<print $island7.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island7activity2 == "dungeon2">>\
There's a dungeon on <<print $island7.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island7activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island7.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island7activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island7.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island7activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island7.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island7activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island7.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island7activity2 == "mine1">>
There are ancient mines on <<print $island7.name>>. <<mine1statusisland>>
<<elseif $island7activity2 == "mine2">>
There are recently abandoned mines on <<print $island7.name>>. <<mine2statusisland>>
<<elseif $island7activity2 == "mine3">>
There are haunted mines on <<print $island7.name>>. <<mine3statusisland>>
<<elseif $island7activity2 == "mine4">>
There are monster-infested mines on <<print $island7.name>>. <<mine4statusisland>>
<<elseif $island7activity2 == "bandits">>\
<<print $island7.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island7activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island7.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island7activity2 == "mindless">>\
The Ancient Ruins on <<print $island7.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland8">>\
<<if $island8activity == "mainmarket">>\
The port town on <<print $island8.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island8activity == "market1" || $island8activity == "market2" || $island8activity == "market3" || $island8activity == "market4" || $island8activity == "market5" || $island8activity == "market6" || $island8activity == "market7">>\
<<print $island8.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island8activity == "enchanter">>\
<<print $island8.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island8activity == "witch">>\
<<print $island8.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island8activity == "collector">>\
<<print $island8.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island8activity == "oldsailor">>\
<<print $island8.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island8activity2 == "dungeon1">>\
There's a dungeon on <<print $island8.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island8activity2 == "dungeon2">>\
There's a dungeon on <<print $island8.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island8activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island8.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island8activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island8.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island8activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island8.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island8activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island8.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island8activity2 == "mine1">>
There are ancient mines on <<print $island8.name>>. <<mine1statusisland>>
<<elseif $island8activity2 == "mine2">>
There are recently abandoned mines on <<print $island8.name>>. <<mine2statusisland>>
<<elseif $island8activity2 == "mine3">>
There are haunted mines on <<print $island8.name>>. <<mine3statusisland>>
<<elseif $island8activity2 == "mine4">>
There are monster-infested mines on <<print $island8.name>>. <<mine4statusisland>>
<<elseif $island8activity2 == "bandits">>\
<<print $island8.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island8activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island8.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island8activity2 == "mindless">>\
The Ancient Ruins on <<print $island8.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland9">>\
<<if $island9activity == "mainmarket">>\
The port town on <<print $island9.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island9activity == "market1" || $island9activity == "market2" || $island9activity == "market3" || $island9activity == "market4" || $island9activity == "market5" || $island9activity == "market6" || $island9activity == "market7">>\
<<print $island9.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island9activity == "enchanter">>\
<<print $island9.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island9activity == "witch">>\
<<print $island9.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island9activity == "collector">>\
<<print $island9.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island9activity == "oldsailor">>\
<<print $island9.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island9activity2 == "dungeon1">>\
There's a dungeon on <<print $island9.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island9activity2 == "dungeon2">>\
There's a dungeon on <<print $island9.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island9activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island9.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island9activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island9.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island9activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island9.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island9activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island9.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island9activity2 == "mine1">>
There are ancient mines on <<print $island9.name>>. <<mine1statusisland>>
<<elseif $island9activity2 == "mine2">>
There are recently abandoned mines on <<print $island9.name>>. <<mine2statusisland>>
<<elseif $island9activity2 == "mine3">>
There are haunted mines on <<print $island9.name>>. <<mine3statusisland>>
<<elseif $island9activity2 == "mine4">>
There are monster-infested mines on <<print $island9.name>>. <<mine4statusisland>>
<<elseif $island9activity2 == "bandits">>\
<<print $island9.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island9activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island9.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island9activity2 == "mindless">>\
The Ancient Ruins on <<print $island9.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland10">>\
<<if $island10activity == "mainmarket">>\
The port town on <<print $island10.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island10activity == "market1" || $island10activity == "market2" || $island10activity == "market3" || $island10activity == "market4" || $island10activity == "market5" || $island10activity == "market6" || $island10activity == "market7">>\
<<print $island10.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island10activity == "enchanter">>\
<<print $island10.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island10activity == "witch">>\
<<print $island10.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island10activity == "collector">>\
<<print $island10.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island10activity == "oldsailor">>\
<<print $island10.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island10activity2 == "dungeon1">>\
There's a dungeon on <<print $island10.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island10activity2 == "dungeon2">>\
There's a dungeon on <<print $island10.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island10activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island10.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island10activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island10.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island10activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island10.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island10activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island10.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island10activity2 == "mine1">>
There are ancient mines on <<print $island10.name>>. <<mine1statusisland>>
<<elseif $island10activity2 == "mine2">>
There are recently abandoned mines on <<print $island10.name>>. <<mine2statusisland>>
<<elseif $island10activity2 == "mine3">>
There are haunted mines on <<print $island10.name>>. <<mine3statusisland>>
<<elseif $island10activity2 == "mine4">>
There are monster-infested mines on <<print $island10.name>>. <<mine4statusisland>>
<<elseif $island10activity2 == "bandits">>\
<<print $island10.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island10activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island10.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island10activity2 == "mindless">>\
The Ancient Ruins on <<print $island10.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland11">>\
<<if $island11activity == "mainmarket">>\
The port town on <<print $island11.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island11activity == "market1" || $island11activity == "market2" || $island11activity == "market3" || $island11activity == "market4" || $island11activity == "market5" || $island11activity == "market6" || $island11activity == "market7">>\
<<print $island11.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island11activity == "enchanter">>\
<<print $island11.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island11activity == "witch">>\
<<print $island11.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island11activity == "collector">>\
<<print $island11.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island11activity == "oldsailor">>\
<<print $island11.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island11activity2 == "dungeon1">>\
There's a dungeon on <<print $island11.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island11activity2 == "dungeon2">>\
There's a dungeon on <<print $island11.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island11activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island11.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island11activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island11.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island11activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island11.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island11activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island11.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island11activity2 == "mine1">>
There are ancient mines on <<print $island11.name>>. <<mine1statusisland>>
<<elseif $island11activity2 == "mine2">>
There are recently abandoned mines on <<print $island11.name>>. <<mine2statusisland>>
<<elseif $island11activity2 == "mine3">>
There are haunted mines on <<print $island11.name>>. <<mine3statusisland>>
<<elseif $island11activity2 == "mine4">>
There are monster-infested mines on <<print $island11.name>>. <<mine4statusisland>>
<<elseif $island11activity2 == "bandits">>\
<<print $island11.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island11activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island11.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island11activity2 == "mindless">>\
The Ancient Ruins on <<print $island11.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland12">>\
<<if $island12activity == "mainmarket">>\
The port town on <<print $island12.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island12activity == "market1" || $island12activity == "market2" || $island12activity == "market3" || $island12activity == "market4" || $island12activity == "market5" || $island12activity == "market6" || $island12activity == "market7">>\
<<print $island12.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island12activity == "enchanter">>\
<<print $island12.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island12activity == "witch">>\
<<print $island12.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island12activity == "collector">>\
<<print $island12.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island12activity == "oldsailor">>\
<<print $island12.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island12activity2 == "dungeon1">>\
There's a dungeon on <<print $island12.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island12activity2 == "dungeon2">>\
There's a dungeon on <<print $island12.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island12activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island12.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island12activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island12.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island12activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island12.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island12activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island12.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island12activity2 == "mine1">>
There are ancient mines on <<print $island12.name>>. <<mine1statusisland>>
<<elseif $island12activity2 == "mine2">>
There are recently abandoned mines on <<print $island12.name>>. <<mine2statusisland>>
<<elseif $island12activity2 == "mine3">>
There are haunted mines on <<print $island12.name>>. <<mine3statusisland>>
<<elseif $island12activity2 == "mine4">>
There are monster-infested mines on <<print $island12.name>>. <<mine4statusisland>>
<<elseif $island12activity2 == "bandits">>\
<<print $island12.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island12activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island12.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island12activity2 == "mindless">>\
The Ancient Ruins on <<print $island12.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland13">>\
<<if $island13activity == "mainmarket">>\
The port town on <<print $island13.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island13activity == "market1" || $island13activity == "market2" || $island13activity == "market3" || $island13activity == "market4" || $island13activity == "market5" || $island13activity == "market6" || $island13activity == "market7">>\
<<print $island13.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island13activity == "enchanter">>\
<<print $island13.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island13activity == "witch">>\
<<print $island13.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island13activity == "collector">>\
<<print $island13.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island13activity == "oldsailor">>\
<<print $island13.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island13activity2 == "dungeon1">>\
There's a dungeon on <<print $island13.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island13activity2 == "dungeon2">>\
There's a dungeon on <<print $island13.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island13activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island13.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island13activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island13.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island13activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island13.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island13activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island13.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island13activity2 == "mine1">>
There are ancient mines on <<print $island13.name>>. <<mine1statusisland>>
<<elseif $island13activity2 == "mine2">>
There are recently abandoned mines on <<print $island13.name>>. <<mine2statusisland>>
<<elseif $island13activity2 == "mine3">>
There are haunted mines on <<print $island13.name>>. <<mine3statusisland>>
<<elseif $island13activity2 == "mine4">>
There are monster-infested mines on <<print $island13.name>>. <<mine4statusisland>>
<<elseif $island13activity2 == "bandits">>\
<<print $island13.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island13activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island13.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island13activity2 == "mindless">>\
The Ancient Ruins on <<print $island13.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland14">>\
<<if $island14activity == "mainmarket">>\
The port town on <<print $island14.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island14activity == "market1" || $island14activity == "market2" || $island14activity == "market3" || $island14activity == "market4" || $island14activity == "market5" || $island14activity == "market6" || $island14activity == "market7">>\
<<print $island14.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island14activity == "enchanter">>\
<<print $island14.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island14activity == "witch">>\
<<print $island14.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island14activity == "collector">>\
<<print $island14.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island14activity == "oldsailor">>\
<<print $island14.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island14activity2 == "dungeon1">>\
There's a dungeon on <<print $island14.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island14activity2 == "dungeon2">>\
There's a dungeon on <<print $island14.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island14activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island14.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island14activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island14.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island14activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island14.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island14activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island14.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island14activity2 == "mine1">>
There are ancient mines on <<print $island14.name>>. <<mine1statusisland>>
<<elseif $island14activity2 == "mine2">>
There are recently abandoned mines on <<print $island14.name>>. <<mine2statusisland>>
<<elseif $island14activity2 == "mine3">>
There are haunted mines on <<print $island14.name>>. <<mine3statusisland>>
<<elseif $island14activity2 == "mine4">>
There are monster-infested mines on <<print $island14.name>>. <<mine4statusisland>>
<<elseif $island14activity2 == "bandits">>\
<<print $island14.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island14activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island14.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island14activity2 == "mindless">>\
The Ancient Ruins on <<print $island14.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland15">>\
<<if $island15activity == "mainmarket">>\
The port town on <<print $island15.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island15activity == "market1" || $island15activity == "market2" || $island15activity == "market3" || $island15activity == "market4" || $island15activity == "market5" || $island15activity == "market6" || $island15activity == "market7">>\
<<print $island15.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island15activity == "enchanter">>\
<<print $island15.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island15activity == "witch">>\
<<print $island15.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island15activity == "collector">>\
<<print $island15.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island15activity == "oldsailor">>\
<<print $island15.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island15activity2 == "dungeon1">>\
There's a dungeon on <<print $island15.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island15activity2 == "dungeon2">>\
There's a dungeon on <<print $island15.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island15activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island15.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island15activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island15.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island15activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island15.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island15activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island15.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island15activity2 == "mine1">>
There are ancient mines on <<print $island15.name>>. <<mine1statusisland>>
<<elseif $island15activity2 == "mine2">>
There are recently abandoned mines on <<print $island15.name>>. <<mine2statusisland>>
<<elseif $island15activity2 == "mine3">>
There are haunted mines on <<print $island15.name>>. <<mine3statusisland>>
<<elseif $island15activity2 == "mine4">>
There are monster-infested mines on <<print $island15.name>>. <<mine4statusisland>>
<<elseif $island15activity2 == "bandits">>\
<<print $island15.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island15activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island15.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island15activity2 == "mindless">>\
The Ancient Ruins on <<print $island15.name>> are infested with horrifying, mindless creatures which locals believe are sentinels left behind by a long-gone empire of wizards.
<<else>>\<</if>>\
<</widget>>
<<widget "printactivitiesisland16">>\
<<if $island16activity == "mainmarket">>\
The port town on <<print $island16.name>> is the Archipelago's main trade harbour and home to a large market where one can buy and sell almost any wares. The famed Academy, home to scholars and mages, is located near the market. It teaches various courses, as well as magic spells. Another important place in the town is the Hunters' Guild, where experienced beast hunters come looking for work.
<<elseif $island16activity == "market1" || $island16activity == "market2" || $island16activity == "market3" || $island16activity == "market4" || $island16activity == "market5" || $island16activity == "market6" || $island16activity == "market7">>\
<<print $island16.name>>'s main town is home to a bustling market where one can buy and sell various goods.
<<elseif $island16activity == "enchanter">>\
<<print $island16.name>> is famous for being home to the mysterious Enchanter – an expert at crafting magic items, who leads a hermit's life in the wilderness.
<<elseif $island16activity == "witch">>\
<<print $island16.name>> is home to a potion master the locals call "the Witch"; she lives alone in the wilderness.
<<elseif $island16activity == "collector">>\
<<print $island16.name>> is home to the fabulously rich man everyone simply calls "the Collector". He lives in a big, secluded mansion and rarely accepts visitors, but rumours say he's obsessed with buying rare artefacts.
<<elseif $island16activity == "oldsailor">>\
<<print $island16.name>> is home to a man people call simply "the Old Sailor". He spent most of his life on the sea, searching for lost pirate treasures. Now, in his old years, he stays on land, but is still fascinated with pirate legends.
<<else>>\<</if>>\
<<if $island16activity2 == "dungeon1">>\
There's a dungeon on <<print $island16.name>>, called <<print $dungeon1.name>>. <<dungeon1statusisland>>
<<elseif $island16activity2 == "dungeon2">>\
There's a dungeon on <<print $island16.name>>, called <<print $dungeon2.name>>. <<dungeon2statusisland>>
<<elseif $island16activity2 == "dungeon3">>\
There's a dangerous dungeon on <<print $island16.name>>, called <<print $dungeon3.name>>. <<dungeon3statusisland>>
<<elseif $island16activity2 == "dungeon4">>\
There's a dangerous dungeon on <<print $island16.name>>, called <<print $dungeon4.name>>. <<dungeon4statusisland>>
<<elseif $island16activity2 == "dungeon5">>\
There's a deadly dungeon on <<print $island16.name>>, called <<print $dungeon5.name>>. <<dungeon5statusisland>>
<<elseif $island16activity2 == "dungeon6">>\
There's a deadly dungeon on <<print $island16.name>>, called <<print $dungeon6.name>>. <<dungeon6statusisland>>
<<elseif $island16activity2 == "mine1">>
There are ancient mines on <<print $island16.name>>. <<mine1statusisland>>
<<elseif $island16activity2 == "mine2">>
There are recently abandoned mines on <<print $island16.name>>. <<mine2statusisland>>
<<elseif $island16activity2 == "mine3">>
There are haunted mines on <<print $island16.name>>. <<mine3statusisland>>
<<elseif $island16activity2 == "mine4">>
There are monster-infested mines on <<print $island16.name>>. <<mine4statusisland>>
<<elseif $island16activity2 == "bandits">>\
<<print $island16.name>>'s populace suffers under frequent attacks of bandits, who have many hideouts in the wild parts of the island.
<<elseif $island16activity2 == "beasts">>\
Many wild and dangerous beasts live on <<print $island16.name>>; local people gladly welcome all hunters willing to cull their numbers.
<<elseif $island16activity2 == "mindless">>\
The Ancient Ruins on <<print $island16.name>> are infested with horrifying, mindless creatures which locals believe were created long ago by dark magic.
<<else>>\<</if>>\
<</widget>>
<<widget "lich">>
<<set setup.lich to {
type:"sentient",
maxhp:65,
mindamage:8,
maxdamage:10,
minpowerdamage:14,
maxpowerdamage:20,
minpowerdamage2:10,
maxpowerdamage2:20,
damagetype:"magic",
specialdamagetype:"magic",
specialdamage2type:"magic",
normalattackisspell:true,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:4,
specialattack2bonus:3,
defense:7,
escapediff:7,
dr:3,
drignore:0,
magicdefense:8,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:7,
maxcooldown:7,
mincooldown:5,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:true,
specialpoison:true,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the lich",
namecapitalised:"The lich",
namefullcaps:"LICH",
nameundetermined:"a lich",
nulldamagemessage:"but the lich's skeletal body protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The lich collapses with a hideous shriek and turns to dust.",
attackallmessages:["The lich shoots bolts of crimson light at you", "The lich launches a magic missile at you", "The lich attacks with magic bolts", "The lich casts a dark spell"],
attacknormalmessage:["The lich shoots bolts of crimson light at you", "The lich launches a magic missile at you", "The lich attacks with magic bolts", "The lich casts a dark spell"],
attackflyingmessage:["The lich shoots bolts of crimson light at you", "The lich launches a magic missile at you", "The lich attacks with magic bolts", "The lich casts a dark spell"],
cantreachmessage:[],
specialattackmessage:"The lich casts a poison arrow spell",
specialattack2message:"The lich casts a draining spell on you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic animating the lich's undead body",
intromessage:["You're attacked by a powerful undead mage!", "A lich dressed in decaying robes attacks you!"],
codexdiff:2,
silver:700,
exp:500,
}>>
<</widget>><div class = "popup">Liches are powerful mages who turned to dark arts to prolong their life and became terrifying, skeletal undead. Liches command armies of weaker undead and mage minions. They are ruthless and devoid of any human feelings. They can't be bribed or negotiated with.
Enemy type: sentient
Max. HP: 65
Defence: 7
Magic defence: 8
Damage reduction: 3
<span class = "heading">POISON AURA:</span> Whenever the lich would suffer poison damage, it regains that much
HP instead. Additionally, whenever the lich poisons the opponent, the lich also becomes poisoned.
<span class = "heading">MP DAMAGE:</span> The lich has a special attack that damages the opponent's MP.
<span class = "heading">STUN IMMUNITY:</span> The lich cannot be stunned.
<span class = "heading">WEAKEN IMMUNITY:</span> The lich cannot be weakened.
<span class = "heading">POISON:</span> The lich's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> The lich can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "archlich">>
<<set setup.archlich to {
type:"legendary",
maxhp:150,
mindamage:9,
maxdamage:15,
minpowerdamage:19,
maxpowerdamage:29,
minpowerdamage2:20,
maxpowerdamage2:30,
damagetype:"magic",
specialdamagetype:"magic",
specialdamage2type:"magic",
normalattackisspell:true,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:4,
specialattackbonus:5,
specialattack2bonus:5,
defense:8,
escapediff:7,
dr:5,
drignore:3,
magicdefense:9,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:10,
maxcooldown:7,
mincooldown:5,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:true,
specialpoison:true,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:true,
special2fortify:false,
specialplayeraction:"",
name:"Arch-lich",
namecapitalised:"Arch-lich",
namefullcaps:"ARCH-LICH",
nameundetermined:"",
nulldamagemessage:"but Arch-lich's skeletal body protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"Arch-lich screams as its body turns to dust, finally dead forever.",
attackallmessages:["Arch-lich summons dark tendrils to attack you", "Arch-lich shoots black bolts of magic", "Arch-lich attacks with magic bolts", "Arch-lich summons a phantom hand to attack you"],
attacknormalmessage:["Arch-lich summons dark tendrils to attack you", "Arch-lich shoots black bolts of magic", "Arch-lich attacks with magic bolts", "Arch-lich summons a phantom hand to attack you"],
attackflyingmessage:["Arch-lich summons dark tendrils to attack you", "Arch-lich shoots black bolts of magic", "Arch-lich attacks with magic bolts", "Arch-lich summons a phantom hand to attack you"],
cantreachmessage:[],
specialattackmessage:"Arch-lich casts a poison arrow spell",
specialattack2message:"Arch-lich casts a freezing spell on you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic animating Arch-lich's undead body",
intromessage:["The Arch-lich – an ancient skeleton wearing black robes and an iron crown – laughs evilly and attacks you!"],
codexdiff:2,
silver:1200,
exp:1000,
}>>
<</widget>><div class = "popup">The Arch-lich is a vile undead sorcerer who achieved great power, but lost all humanity in the process. No one knows who the Arch-lich was in life, but now they're a master of evil, giving out orders to terrifying minions and hatching secret plans.
Enemy type: legendary
Max. HP: 150
Defence: 8
Magic defence: 9
Damage reduction: 5
<span class = "heading">POISON AURA:</span> Whenever Arch-lich would suffer poison damage, it regains that much
HP instead. Additionally, whenever Arch-lich poisons the opponent, Arch-lich also becomes poisoned.
<span class = "heading">DR IGNORE (3):</span> Arch-lich's attacks ignore 3 points of the target's damage reduction.
<span class = "heading">MP DAMAGE:</span> Arch-lich has a special attack that damages the opponent's MP.
<span class = "heading">STUN IMMUNITY:</span> Arch-lich cannot be stunned.
<span class = "heading">WEAKEN IMMUNITY:</span> Arch-lich cannot be weakened.
<span class = "heading">STUN:</span> Arch-lich's attacks may stun the opponent.
<span class = "heading">POISON:</span> Arch-lich's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Arch-lich can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "bonehorror">>
<<set setup.bonehorror to {
type:"mindless",
maxhp:120,
mindamage:3,
maxdamage:9,
minpowerdamage:10,
maxpowerdamage:20,
minpowerdamage2:10,
maxpowerdamage2:15,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:3,
specialattack2bonus:2,
defense:6,
escapediff:4,
dr:2,
drignore:0,
magicdefense:4,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:7,
mincooldown:5,
maxcooldown2:9,
mincooldown2:7,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the bone horror",
namecapitalised:"The bone horror",
namefullcaps:"BONE HORROR",
nameundetermined:"a bone horror",
nulldamagemessage:"but the shapeless mass of bones absorbs all the damage",
playermissmessage:["you miss"],
deathmessage:"The horror stops moving and falls apart, turning into a heap of bones.",
attackallmessages:["The bone horror pounds at you", "The bone horror slams you", "The horror hits you with a bony appendage", "The bone horror shoots sharp bone shards at you", "The horror launches a volley of bones at you"],
attacknormalmessage:["The bone horror pounds at you", "The bone horror slams you", "The horror hits you with a bony appendage"],
attackflyingmessage:["The bone horror shoots sharp bone shards at you", "The horror launches a volley of bones at you"],
cantreachmessage:["The bone horror tries to run you over, but can't reach you!"],
specialattackmessage:"The bone horror charges at you at a frightening speed",
specialattack2message:"The horror launches a tornado of bones at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic animating the bone horror",
intromessage:["A giant mass of animated bones blocks your way!", "You're attacked by an undead abomination composed of thousands of bones!"],
codexdiff:1,
silver:0,
exp:300,
}>>
<</widget>><div class = "popup">This terrifying abomination is a giant mass of mismatched bones; it constantly changes shape as it moves, which is accompanied by loud rattling.
Bone horrors are created by powerful necromancers. These mindless constructs will attack anything they encounter. They are slow, but tough and relentless. They don't understand orders, but their creators accept that limitation.
Enemy type: mindless
Max. HP: 120
Defence: 6
Magic defence: 4
Damage reduction: 2
<span class = "heading">STUN IMMUNITY:</span> Bone horror cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Bone horror cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Bone horror cannot be weakened.
<span class = "heading">STUN:</span> Bone horror's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "griffin">>
<<set setup.griffin to {
type:"beast",
maxhp:90,
mindamage:7,
maxdamage:12,
minpowerdamage:12,
maxpowerdamage:21,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:2,
defense:7,
escapediff:6,
dr:3,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:10,
tamediff:13,
tamelevel:2,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:4,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:4,
mincooldown:3,
maxcooldown2:8,
mincooldown2:5,
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:true,
specialplayeraction:"",
name:"the griffin",
namecapitalised:"The griffin",
namefullcaps:"GRIFFIN",
nameundetermined:"a griffin",
nulldamagemessage:"but the griffin's thick hide protects it from damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The griffin screams in pain and falls down, dead.",
attackallmessages:["The griffin attacks with its talons", "The griffin makes a fly-by attack", "The griffin dives at you", "The griffin attacks with its giant beak"],
attacknormalmessage:["The griffin attacks with its talons", "The griffin makes a fly-by attack", "The griffin dives at you", "The griffin attacks with its giant beak"],
attackflyingmessage:["The griffin attacks with its talons", "The griffin makes a fly-by attack", "The griffin dives at you", "The griffin attacks with its giant beak"],
cantreachmessage:[],
specialattackmessage:"The griffin flies high, then makes a diving attack",
specialattack2message:"The griffin proudly raises its head and emits a loud call",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the griffin",
intromessage:["A griffin flies at you, its talons ready for a strike!", "You are attacked by a winged griffin!"],
codexdiff:2,
silver:0,
exp:500,
}>>
<</widget>><div class = "popup">Half lion, half eagle, the proud griffin is a popular heraldic symbol in the Archipelago. These winged beasts usually nest on lofty peaks, but they venture into forests and even caves when they hunt their prey. Their excellent eyesight, sharp talons and aggressive behaviour make them dangerous predators.
Enemy type: beast
Max. HP: 90
Defence: 7
Magic defence: 6
Damage reduction: 3
<span class = "heading">FLYING:</span> The griffin can fly.
<span class = "heading">STUN RESISTANCE:</span> The griffin has a 50% chance of resisting stun.
<span class = "heading">FORTIFY:</span> The griffin can fortify itself.</div>
<a class="link-internal ui-close">Close</a><<widget "gianteagle">>
<<set setup.gianteagle to {
type:"beast",
maxhp:60,
mindamage:4,
maxdamage:10,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:3,
defense:7,
escapediff:6,
dr:2,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:10,
tamediff:11,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:7,
mincooldown2:6,
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:true,
special2fortify:false,
specialplayeraction:"",
name:"the giant eagle",
namecapitalised:"The giant eagle",
namefullcaps:"GIANT EAGLE",
nameundetermined:"a giant eagle",
nulldamagemessage:"but the giant eagle's feathers protect it from damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The giant eagle falls to the ground, dead.",
attackallmessages:["The giant eagle attacks with its talons", "The giant eagle swoops down on you", "The giant eagle attacks with its beak"],
attacknormalmessage:["The giant eagle attacks with its talons", "The giant eagle swoops down on you", "The giant eagle attacks with its beak"],
attackflyingmessage:["The giant eagle attacks with its talons", "The giant eagle swoops down on you", "The giant eagle attacks with its beak"],
cantreachmessage:[],
specialattackmessage:"The giant eagle flies by and slashes with its talons",
specialattack2message:"The giant eagle emits a deafening cry",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the giant eagle",
intromessage:["A giant eagle swoops down on you with a piercing shriek!", "You are attacked by an enormous eagle!"],
codexdiff:1,
silver:0,
exp:300,
}>>
<</widget>><div class = "popup">Giant eagles are dangerous predators, known to hunt and carry away livestock and farmers alike. These beasts can spot their prey from a great distance and swoop down on them in the flash of an eye. They become even more dangerous when wounded. They nest on tall mountain summits or giant old trees.
Enemy type: beast
Max. HP: 60
Defence: 7
Magic defence: 6
Damage reduction: 2
<span class = "heading">FLYING:</span> Giant eagle can fly.
<span class = "heading">FURY:</span> When giant eagle's HP falls below 25%, it flies into a destructive rage; all damage
it deals is doubled.
<span class = "heading">STUN:</span> Giant eagle's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "allygiantrat">>
<<set setup.allygiantrat to {
type:"beast",
name:"the tamed giant rat",
namecapitalised:"The tamed giant rat",
nameshort:"giant rat",
hasreach:false,
attackbonus:0,
specialattackbonus:1,
maxcooldown:6,
mincooldown:4,
mindamage:1,
maxdamage:4,
minpowerdamage:3,
maxpowerdamage:8,
minpowerdamage2:3,
maxpowerdamage2:8,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed giant rat bites $enemy.name", "The tamed giant rat scratches $enemy.name"],
attacknormalmessage:["The tamed giant rat bites $enemy.name", "The tamed giant rat scratches $enemy.name"],
attackflyingmessage:[""],
specialattackmessage:"The tamed giant rat viciously snaps its teeth at $enemy.name",
specialattack2message:"The tamed giant rat viciously snaps its teeth at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "allyflickerbeetle">>
<<set setup.allyflickerbeetle to {
type:"beast",
name:"the tamed flicker beetle",
namecapitalised:"The tamed flicker beetle",
nameshort:"flicker beetle",
hasreach:true,
attackbonus:0,
specialattackbonus:1,
maxcooldown:6,
mincooldown:4,
mindamage:1,
maxdamage:5,
minpowerdamage:2,
maxpowerdamage:8,
minpowerdamage2:2,
maxpowerdamage2:8,
drignore:0,
damagetype:"fire",
basicattackeffect:"",
specialdamagetype:"fire",
specialdamage2type:"fire",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:true,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:true,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:2,
stunduration:0,
weakenduration:0,
fortifyduration:0,
minburndamage:2,
maxburndamage:3,
poisondamage:0,
attackallmessages:["The tamed flicker beetle shoots fire at $enemy.name", "The tamed flicker beetle attacks $enemy.name with a jet of flame"],
attacknormalmessage:["The tamed flicker beetle shoots fire at $enemy.name", "The tamed flicker beetle attacks $enemy.name with a jet of flame"],
attackflyingmessage:["The tamed flicker beetle shoots fire at $enemy.name", "The tamed flicker beetle attacks $enemy.name with a jet of flame"],
specialattackmessage:"The tamed flicker beetle glows brightly and shoots a ball of fire at $enemy.name",
specialattack2message:"The tamed flicker beetle glows brightly and shoots a ball of fire at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "allydarkwolf">>
<<set setup.allydarkwolf to {
type:"beast",
name:"the tamed dark wolf",
namecapitalised:"The tamed dark wolf",
nameshort:"dark wolf",
hasreach:false,
attackbonus:2,
specialattackbonus:2,
maxcooldown:5,
mincooldown:4,
mindamage:4,
maxdamage:7,
minpowerdamage:8,
maxpowerdamage:12,
minpowerdamage2:8,
maxpowerdamage2:12,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed dark wolf bites $enemy.name", "The tamed dark wolf claws at $enemy.name", "The tamed dark wolf pounces at $enemy.name"],
attacknormalmessage:["The tamed dark wolf bites $enemy.name", "The tamed dark wolf claws at $enemy.name", "The tamed dark wolf pounces at $enemy.name"],
attackflyingmessage:[""],
specialattackmessage:"The tamed dark wolf savagely bites $enemy.name",
specialattack2message:"The tamed dark wolf savagely bites $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "allygravescorpion">>
<<set setup.allygravescorpion to {
type:"beast",
name:"the tamed grave scorpion",
namecapitalised:"The tamed grave scorpion",
nameshort:"grave scorpion",
hasreach:false,
attackbonus:2,
specialattackbonus:3,
maxcooldown:5,
mincooldown:3,
mindamage:4,
maxdamage:9,
minpowerdamage:6,
maxpowerdamage:12,
minpowerdamage2:6,
maxpowerdamage2:12,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:true,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:true,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:4,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:4,
attackallmessages:["The tamed grave scorpion grabs $enemy.name with its pincers", "The tamed grave scorpion bites $enemy.name", "The tamed grave scorpion attacks $enemy.name with its pincers"],
attacknormalmessage:["The tamed grave scorpion grabs $enemy.name with its pincers", "The tamed grave scorpion bites $enemy.name", "The tamed grave scorpion attacks $enemy.name with its pincers"],
attackflyingmessage:[],
specialattackmessage:"The tamed scorpion stabs its blood-sucking stinger at $enemy.name",
specialattack2message:"The tamed scorpion stabs its blood-sucking stinger at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "allyphantomspider">>
<<set setup.allyphantomspider to {
type:"beast",
name:"the tamed phantom spider",
namecapitalised:"The tamed phantom spider",
nameshort:"phantom spider",
hasreach:true,
attackbonus:2,
specialattackbonus:3,
maxcooldown:5,
mincooldown:2,
mindamage:5,
maxdamage:8,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:99,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:false,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:true,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:4,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
attackallmessages:["The tamed phantom spider phases through reality to reach $enemy.name with its piercing jaws", "The tamed phantom spider bites $enemy.name", "The tamed spider disappears for a second as its invisible jaws bite $enemy.name"],
attacknormalmessage:["The tamed phantom spider phases through reality to reach $enemy.name with its piercing jaws", "The tamed phantom spider bites $enemy.name", "The tamed spider disappears for a second as its invisible jaws bite $enemy.name"],
attackflyingmessage:["The tamed phantom spider phases through reality to reach $enemy.name with its piercing jaws", "The tamed phantom spider bites $enemy.name", "The tamed spider disappears for a second as its invisible jaws bite $enemy.name"],
specialattackmessage:"The tamed phantom spider quickly teleports several times and attacks $enemy.name from all sides",
specialattack2message:"The tamed phantom spider spits glowing venom at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>>
<<widget "allygiantserpent">>
<<set setup.allygiantserpent to {
type:"beast",
name:"the tamed giant serpent",
namecapitalised:"The tamed giant serpent",
nameshort:"giant serpent",
hasreach:true,
attackbonus:2,
specialattackbonus:5,
maxcooldown:6,
mincooldown:4,
mindamage:3,
maxdamage:9,
minpowerdamage:10,
maxpowerdamage:15,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"poison2",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
specialpoison:true,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:true,
special2fortify:false,
poisonduration:4,
burnduration:0,
stunduration:0,
weakenduration:4,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:7,
attackallmessages:["The tamed giant serpent bites $enemy.name", "The tamed serpent attacks $enemy.name with a bite", "The tamed giant serpent spits venom at $enemy.name", "The tamed serpent hisses and spits venom at $enemy.name"],
attacknormalmessage:["The tamed giant serpent bites $enemy.name", "The tamed serpent attacks $enemy.name with a bite"],
attackflyingmessage:["The tamed giant serpent spits venom at $enemy.name", "The tamed serpent hisses and spits venom at $enemy.name"],
specialattackmessage:"The tamed serpent spits a ball of acid at $enemy.name",
specialattack2message:"The tamed serpent glares at $enemy.name terrifyingly",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "allygianteagle">>
<<set setup.allygianteagle to {
type:"beast",
name:"the tamed giant eagle",
namecapitalised:"The tamed giant eagle",
nameshort:"giant eagle",
hasreach:true,
attackbonus:2,
specialattackbonus:2,
maxcooldown:5,
mincooldown:4,
mindamage:4,
maxdamage:10,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:true,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed giant eagle attacks $enemy.name with its talons", "The tamed giant eagle swoops down on $enemy.name", "The tamed giant eagle attacks $enemy.name with its beak"],
attacknormalmessage:["The tamed giant eagle attacks $enemy.name with its talons", "The tamed giant eagle swoops down on $enemy.name", "The tamed giant eagle attacks $enemy.name with its beak"],
attackflyingmessage:["The tamed giant eagle attacks $enemy.name with its talons", "The tamed giant eagle swoops down on $enemy.name", "The tamed giant eagle attacks $enemy.name with its beak"],
specialattackmessage:"The tamed giant eagle flies by and slashes $enemy.name with its talons",
specialattack2message:"The tamed giant eagle emits a deafening cry",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "allygriffin">>
<<set setup.allygriffin to {
type:"beast",
name:"the tamed griffin",
namecapitalised:"The tamed griffin",
nameshort:"griffin",
hasreach:true,
attackbonus:2,
specialattackbonus:3,
maxcooldown:5,
mincooldown:3,
mindamage:7,
maxdamage:12,
minpowerdamage:12,
maxpowerdamage:21,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:true,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:3,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed griffin attacks $enemy.name with its talons", "The tamed griffin makes a fly-by attack", "The tamed griffin dives at $enemy.name", "The tamed griffin attacks $enemy.name with its giant beak"],
attacknormalmessage:["The tamed griffin attacks $enemy.name with its talons", "The tamed griffin makes a fly-by attack", "The tamed griffin dives at $enemy.name", "The tamed griffin attacks $enemy.name with its giant beak"],
attackflyingmessage:["The tamed griffin attacks $enemy.name with its talons", "The tamed griffin makes a fly-by attack", "The tamed griffin dives at $enemy.name", "The tamed griffin attacks $enemy.name with its giant beak"],
specialattackmessage:"The tamed griffin flies high, then makes a diving attack",
specialattack2message:"The tamed griffin proudly raises its head and emits a loud call",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "allywyvern">>
<<set setup.allywyvern to {
type:"beast",
name:"the tamed wyvern",
namecapitalised:"The tamed wyvern",
nameshort:"wyvern",
hasreach:true,
attackbonus:3,
specialattackbonus:3,
maxcooldown:6,
mincooldown:3,
mindamage:8,
maxdamage:14,
minpowerdamage:18,
maxpowerdamage:26,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:true,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:true,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:3,
fortifyduration:3,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed wyvern attacks $enemy.name with its claws", "The tamed wyvern snaps its teeth at $enemy.name", "The tamed wyvern flies by and attacks $enemy.name with its claws", "The tamed wyvern attacks $enemy.name with its tail"],
attacknormalmessage:["The tamed wyvern attacks $enemy.name with its claws", "The tamed wyvern snaps its teeth at $enemy.name", "The tamed wyvern flies by and attacks $enemy.name with its claws", "The tamed wyvern attacks $enemy.name with its tail"],
attackflyingmessage:["The tamed wyvern attacks $enemy.name with its claws", "The tamed wyvern snaps its teeth at $enemy.name", "The tamed wyvern flies by and attacks $enemy.name with its claws", "The tamed wyvern attacks $enemy.name with its tail"],
specialattackmessage:"The tamed wyvern flies high, then makes a diving attack",
specialattack2message:"The tamed wyvern emits a shrill shriek",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "devon">>
<<set setup.devon to {
type:"healer",
name:"Devon the Devoted",
namecapitalised:"Devon the Devoted",
nameshort:"Devon",
hasreach:true,
attackbonus:0,
specialattackbonus:0,
maxcooldown:0,
mincooldown:0,
mindamage:3,
maxdamage:6,
minpowerdamage:0,
maxpowerdamage:0,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["Devon attacks $enemy.name with his slingshot", "Devon attacks $enemy.name with his staff"],
attacknormalmessage:["Devon attacks $enemy.name with his staff"],
attackflyingmessage:["Devon attacks $enemy.name with his slingshot"],
specialattackmessage:"",
specialattack2message:"",
unhiremessage:"Devon the Devoted says:<br><br>\"I enjoyed travelling with you, friend. Stay safe. If you need me again, you know where to find me.\"<br><br>Devon returned to the inn where you hired him.",
chat:["Devon the Devoted says: \"I think we make a great team, $playername. Working together makes us stronger, doesn't it?\"", "Devon says: \"I'm glad my knowledge of healing spells is being put to a good use.\"", "Devon says: \"I thought I wasn't going to like adventuring, but it isn't so bad, so far.\"", "Devon says: \"I've always knew I wanted to be a healer. That's what I do best. And its useful to others.\"", "Devon the Devoted says: \"I hope we aren't going to run into some truly terrifying monsters, but if we do, I'll use my magic to help you as much as I can...\""],
}>>
<</widget>><<widget "cassia">>
<<set setup.cassia to {
type:"mystic",
name:"Cassia the Traveller",
namecapitalised:"Cassia the Traveller",
nameshort:"Cassia",
hasreach:true,
attackbonus:1,
specialattackbonus:3,
maxcooldown:6,
mincooldown:4,
mindamage:4,
maxdamage:8,
minpowerdamage:10,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"magic",
basicattackeffect:"",
specialdamagetype:"magic",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:true,
special2burn:false,
special2stun:false,
special2weaken:true,
special2fortify:false,
poisonduration:5,
burnduration:0,
stunduration:0,
weakenduration:5,
fortifyduration:0,
normalattackisspell:false,
specialisspell:true,
special2isspell:true,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
attackallmessages:["Cassia attacks $enemy.name with a magic missile", "Cassia casts a magic missile"],
attacknormalmessage:["Cassia attacks $enemy.name with a magic missile", "Cassia casts a magic missile"],
attackflyingmessage:["Cassia attacks $enemy.name with a magic missile", "Cassia casts a magic missile"],
specialattackmessage:"Cassia shoots a sphere of energy at $enemy.name",
specialattack2message:"Cassia starts chanting and places a curse on $enemy.name",
unhiremessage:"Cassia the Traveller says:<br><br>\"I can't say travelling with you was boring, but I guess you're right, we should part our ways for now. Who knows, maybe we'll meet again.\"<br><br>Cassia returned to the inn where you hired her.",
chat:["Cassia the Traveller says: \"Let's move on, Splayername. Staying in one place for too long makes my old bones hurt!\"", "Cassia says: \"It's good to be on the road again. I'm looking forward to our next adventure.\"", "Cassia is practising a spell and having some trouble with it. When you ask her about it, she says: \"It's a weakening curse. I've never been good with curses, unless someone makes me really angry. I think I'll only use it in combat.\"", "Cassia the Traveller says: \"The older I get, the more convinced I am some things are the same everywhere in the Archipelago. No matter how far you travel, the beds in inns are always too hard or too short, and wise-looking people are the most stupid.\"", "Cassia is humming a little tune to herself. \"My mother taught me this song when I was a little girl. Which was... let me think... oh, let's just say it was some time ago.\""]
}>>
<</widget>><<widget "jarec">>
<<set setup.jarec to {
type:"mercenary",
name:"Jarec Halfnose",
namecapitalised:"Jarec Halfnose",
nameshort:"Jarec",
hasreach:true,
attackbonus:2,
specialattackbonus:4,
maxcooldown:5,
mincooldown:3,
mindamage:7,
maxdamage:11,
minpowerdamage:10,
maxpowerdamage:15,
minpowerdamage2:15,
maxpowerdamage2:25,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["Jarec attacks $enemy.name with his iron mace", "Jarec attacks $enemy.name with his crossbow"],
attacknormalmessage:["Jarec attacks $enemy.name with his iron mace"],
attackflyingmessage:["Jarec attacks $enemy.name with his crossbow"],
specialattackmessage:"Jarec shoots a stun bolt from his crossbow at $enemy.name",
specialattack2message:"Jarec throws a javelin at $enemy.name",
unhiremessage:"Jarec Halfnose says:<br><br>\"Well, I kept you alive, and you paid me what you owed. I guess our contract is over now. If you want to hire me again, you'll have to pay again.\"<br><br>Jarec returned to the inn where you hired him.",
chat:["Jarec Halfnose says: \"I'm not a talkative guy, $playername. Just show me whom to attack.\"", "Jarec says: \"Being ugly has its good sides. You don't have to waste time on fighting people when they run away from you.\"", "Jarec says: \"So, are we going to kill some monsters, or not?\"", "Jarec Halfnose says: \"Travelling with you is not so bad, $playername. I've had much worse employers.\"", "Jarec says: \"Some folks say us mercenaries have no honour. I don't care. You can't buy food with honour.\""],
}>>
<</widget>>
<<widget "myra">>
<<set setup.myra to {
type:"elitemercenary",
name:"Myra Battle-Blade",
namecapitalised:"Myra Battle-Blade",
nameshort:"Myra",
hasreach:true,
attackbonus:3,
specialattackbonus:5,
maxcooldown:5,
mincooldown:3,
mindamage:9,
maxdamage:13,
minpowerdamage:10,
maxpowerdamage:15,
minpowerdamage2:20,
maxpowerdamage2:30,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["Myra attacks $enemy.name with her greatsword", "Myra attacks $enemy.name with her heavy crossbow"],
attacknormalmessage:["Myra attacks $enemy.name with her greatsword"],
attackflyingmessage:["Myra attacks $enemy.name with her heavy crossbow"],
specialattackmessage:"Myra shoots a stun bolt from her crossbow at $enemy.name",
specialattack2message:"Myra throws a javelin at $enemy.name",
unhiremessage:"Myra Battle-Blade says:<br><br>\"You were a good employer. I enjoyed fighting by your side. Our contract is over, but if you ever need me again, you know where to look.\"<br><br>Myra returned to the inn where you hired her.",
chat:["Myra says: \"We shouldn't tarry, $playername. There's monsters to slay and money to make. Ha! It's good to be travelling again!\"", "Myra is carefully examining her greatsword. \"It's an old blade, but a good one\", she says. \"Saved my life, and other lives, many times\"", "\"Can you sing, $playername?\", Myra asks you. \"I love a good song. Next time we visit a tavern, we should drink and sing one or two together. I may not have the clearest voice, but I sure can sing loud!\", she says and starts laughing.", "Myra Battle-Blade says: \"I've worked for many employers, but you're by far the most interesting!\"", "Myra says: \"Let's continue our adventuring, $playername, and see what the Archipelago throws against us this time. Whatever it is, we shall prevail!\""],
}>>
<</widget>><div class = "popup">Sometimes knights become bandits – be it because they've lost their fortune and land, were dishonoured and exiled, or hold a grudge against somebody. With their combat training, leadership skills and trusty armaments such knights turn into the most dangerous of brigands, followed and respected by numerous minions.
Enemy type: sentient
Max. HP: 100
Defence: 8
Magic defence: 6
Damage reduction: 5
<span class = "heading">STUN RESISTANCE:</span> Fallen knight has a 50% chance of resisting stun.
<span class = "heading">WEAKEN IMMUNITY:</span> Fallen knight cannot be weakened.
<span class = "heading">STUN:</span> Fallen knight's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> Fallen knight can fortify themselves.
<span class = "heading">WEAKEN:</span> Fallen knight can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "fallenknight">>
<<set setup.fallenknight to {
type:"sentient",
maxhp:100,
mindamage:6,
maxdamage:12,
minpowerdamage:14,
maxpowerdamage:26,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:3,
specialattack2bonus:4,
defense:8,
escapediff:6,
dr:5,
drignore:0,
magicdefense:6,
diplomacydiff:10,
intimidatediff:11,
tamediff:0,
tamelevel:0,
bribe:700,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:4,
fortifyduration:4,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:7,
mincooldown:4,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"the fallen knight",
namecapitalised:"The fallen knight",
namefullcaps:"FALLEN KNIGHT",
nameundetermined:"a fallen knight",
nulldamagemessage:"but the knight's armour absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The fallen knight collapses to the ground.",
attackallmessages:["The fallen knight slashes with the sword", "The knight attacks you with the sword", "The fallen knight stabs at you", "The knight shoots a crossbow bolt at you", "The fallen knight attacks with the crossbow"],
attacknormalmessage:["The fallen knight slashes with the sword", "The knight attacks you with the sword", "The fallen knight stabs at you"],
attackflyingmessage:["The knight shoots a crossbow bolt at you", "The fallen knight attacks with the crossbow"],
cantreachmessage:[],
specialattackmessage:"The fallen knight throws a black spear at you",
specialattack2message:"The fallen knight shouts out a battle cry",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the knight",
intromessage:["You are attacked by a knight in dark armour, armed with sword, spear and crossbow.", "A knight in dark armour, armed to the teeth, challenges you to a fight!"],
codexdiff:2,
silver:800,
exp:500,
}>>
<</widget>><div class = "popup">Some say Hjafnir the Barbarian killed the last giant in the Archipelago ages ago, but that's not exactly true. Giants still live in distant corners of some islands, though their race is much less numerous than it used to be. Still, even a single giant can pose great danger to human inhabitants of an island.
A typical giant is twice as tall as an average human, sinewy and incredibly strong. Male giants have beards and both sexes wear their hair long. In combat, giants use enormous clubs, throw rocks, or simply stomp on their enemies. Almost all giants are greedy, cruel and easy to anger, and capable of destructive rage.
Enemy type: sentient
Max. HP: 130
Defence: 7
Magic defence: 6
Damage reduction: 4
<span class = "heading">FURY:</span> When the giant's HP falls below 25%, it flies into a destructive rage; all damage
it deals is doubled.
<span class = "heading">STUN RESISTANCE:</span> The giant has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> The giant's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> The giant can fortify itself.</div>
<a class="link-internal ui-close">Close</a><<widget "giant">>
<<set setup.giant to {
type:"sentient",
maxhp:130,
mindamage:6,
maxdamage:15,
minpowerdamage:12,
maxpowerdamage:28,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:4,
defense:7,
escapediff:6,
dr:4,
drignore:0,
magicdefense:6,
diplomacydiff:10,
intimidatediff:11,
tamediff:0,
tamelevel:0,
bribe:900,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:4,
stunduration:2,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:8,
mincooldown:5,
maxcooldown2:6,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"the giant",
namecapitalised:"The giant",
namefullcaps:"GIANT",
nameundetermined:"a giant",
nulldamagemessage:"but the giant's fur armour absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The giant drops down dead.",
attackallmessages:["The giant smashes with its club", "The giant stomps on you", "The giant attacks with its club", "The giant punches you", "The giant throws a rock at you", "The giant throws stones at you"],
attacknormalmessage:["The giant smashes you with its club", "The giant stomps on you", "The giant attacks with its club", "The giant punches you"],
attackflyingmessage:["The giant throws a rock at you", "The giant throws stones at you"],
cantreachmessage:[],
specialattackmessage:"The giant picks up a huge rock and throws it at you",
specialattack2message:"The giant stomps on the ground and bellows loudly",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the giant",
intromessage:["You hear heavy footsteps. A giant runs at you, ready to strike with its club!", "You are attacked by a fierce-looking giant, twice your size!"],
codexdiff:2,
silver:500,
exp:600,
}>>
<</widget>><<widget "fireserpent">>
<<set setup.fireserpent to {
type:"beast",
maxhp:80,
mindamage:8,
maxdamage:11,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"fire",
specialdamagetype:"fire",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:4,
specialattack2bonus:4,
defense:7,
escapediff:7,
dr:3,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:10,
tamediff:13,
tamelevel:2,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:3,
poisonduration:0,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:5,
maxburndamage:8,
poisondamage:0,
maxcooldown:8,
mincooldown:6,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"burn1",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the fire serpent",
namecapitalised:"The fire serpent",
namefullcaps:"FIRE SERPENT",
nameundetermined:"a fire serpent",
nulldamagemessage:"but the fire serpent's scales protect it from damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The fire serpent thrashes around in agony, then drops down dead.",
attackallmessages:["The serpent breathes fire", "The serpent spits fire at you", "The fire serpent attacks with its fiery breath"],
attacknormalmessage:["The serpent breathes fire", "The serpent spits fire at you", "The fire serpent attacks with its fiery breath"],
attackflyingmessage:["The serpent breathes fire", "The serpent spits fire at you", "The fire serpent attacks with its fiery breath"],
cantreachmessage:[],
specialattackmessage:"The fire serpent breathes out a giant fireball",
specialattack2message:"The fire serpent glares at you terrifyingly",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the fire serpent",
intromessage:["You are attacked by a giant, fire-breathing serpent!", "A crimson serpent with black horns on its head slithers forward!"],
codexdiff:2,
silver:0,
exp:500,
}>>
<</widget>><div class = "popup">Some say giant, fire breathing serpents with crimson scales and black horns are dragons who lived underground for so long they lost their wings and legs, to better slither along narrow tunnels. Whatever the true origin of fire serpents may be, they are terrifying beasts that will attack anything without hesitation. Their fiery breath was the demise of many a hero.
Enemy type: beast
Max. HP: 80
Defence: 7
Magic defence: 7
Damage reduction: 3
<span class = "heading">FURY:</span> When fire serpent's HP falls below 25%, it flies into rage; all damage it deals is doubled.
<span class = "heading">FIRE RESISTANCE:</span> Fire serpent only takes 50% of fire damage and is immune to burn.
<span class = "heading">BURN:</span> Fire serpent's attacks may set the opponent on fire.
<span class = "heading">WEAKEN:</span> Fire serpent's attacks may weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "allyfireserpent">>
<<set setup.allyfireserpent to {
type:"beast",
name:"the tamed fire serpent",
namecapitalised:"The tamed fire serpent",
nameshort:"fire serpent",
hasreach:true,
attackbonus:2,
specialattackbonus:4,
maxcooldown:7,
mincooldown:4,
mindamage:8,
maxdamage:11,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"fire",
basicattackeffect:"burn1",
specialdamagetype:"fire",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
specialpoison:false,
specialburn:true,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:true,
special2fortify:false,
poisonduration:0,
burnduration:2,
stunduration:0,
weakenduration:3,
fortifyduration:0,
minburndamage:5,
maxburndamage:8,
poisondamage:0,
attackallmessages:["The tamed serpent breathes fire", "The tamed serpent spits fire at $enemy.name", "The tamed fire serpent attacks $enemy.name with its fiery breath"],
attacknormalmessage:["The tamed serpent breathes fire", "The tamed serpent spits fire at $enemy.name", "The tamed fire serpent attacks $enemy.name with its fiery breath"],
attackflyingmessage:["The tamed serpent breathes fire", "The tamed serpent spits fire at $enemy.name", "The tamed fire serpent attacks $enemy.name with its fiery breath"],
specialattackmessage:"The tamed fire serpent breathes out a giant fireball at $enemy.name",
specialattack2message:"The tamed fire serpent glares at $enemy.name terrifyingly",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "elementalist">>
<<set setup.elementalist to {
type:"sentient",
maxhp:60,
mindamage:6,
maxdamage:10,
minpowerdamage:16,
maxpowerdamage:22,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"fire",
specialdamagetype:"lightning",
specialdamage2type:"",
normalattackisspell:true,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:1,
healmin:15,
healmax:20,
attackbonus:3,
specialattackbonus:4,
specialattack2bonus:99,
defense:7,
escapediff:8,
dr:2,
drignore:0,
magicdefense:8,
diplomacydiff:10,
intimidatediff:9,
tamediff:0,
tamelevel:0,
bribe:500,
fireresistance:true,
lightningresistance:true,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:4,
maxburndamage:7,
poisondamage:0,
maxcooldown:7,
mincooldown:4,
maxcooldown2:7,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"burn2",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the elementalist",
namecapitalised:"The elementalist",
namefullcaps:"ELEMENTALIST",
nameundetermined:"an elementalist",
nulldamagemessage:"but the elementalist's enchanted robes absorb all the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The elementalist falls down dead.",
attackallmessages:["The elementalist casts a flaming arrow spell", "The elementalist attacks with a fireball", "The elementalist summons a column of fire"],
attacknormalmessage:["The elementalist casts a flaming arrow spell", "The elementalist attacks with a fireball", "The elementalist summons a column of fire"],
attackflyingmessage:["The elementalist casts a flaming arrow spell", "The elementalist attacks with a fireball", "The elementalist summons a column of fire"],
cantreachmessage:[],
specialattackmessage:"The elementalist summons a ball of lightning and sends it flying at you",
specialattack2message:"The elementalist drinks a mystic potion to regain magic energy",
healmessage:"The elementalist casts a healing spell",
devourmessage:"",
playerdrainmessage:"the life energy of the elementalist",
intromessage:["A mage, surrounded by fire and lightning, appears in front of you!", "You're attacked by an elementalist – master of magical destruction!"],
codexdiff:1,
silver:700,
exp:300,
}>>
<</widget>><div class = "popup">Elementalists – mages who focus on harnessing the power of storms and fire – are as unpredictable as the forces they control. Some are respected members of the magic community, but many end up as outlaws or bandits, using their knowledge for destructive purposes. Some of these rogue elementalists may be trying to achieve mysterious goals, others simply love wanton destruction. Their attunement to the elements makes them resistant to fire and lightning, which gives them an upper hand against other mages.
Enemy type: sentient
Max. HP: 60
Defence: 7
Magic defence: 8
Damage reduction: 2
<span class = "heading">FIRE RESISTANCE:</span> Elementalist only takes 50% of fire damage and is immune to burn.
<span class = "heading">LIGHTNING RESISTANCE:</span> Elementalist only takes 50% of lightning damage.
<span class = "heading">HEAL (1):</span> Can restore part of their HP once per combat.
<span class = "heading">STUN:</span> Elementalist's attacks may stun the opponent.
<span class = "heading">BURN:</span> Elementalist's attacks may set the opponent on fire.</div>
<a class="link-internal ui-close">Close</a><<widget "mageling">>
<<set setup.mageling to {
type:"sentient",
maxhp:60,
mindamage:5,
maxdamage:10,
minpowerdamage:20,
maxpowerdamage:26,
minpowerdamage2:15,
maxpowerdamage2:20,
damagetype:"magic",
specialdamagetype:"magic",
specialdamage2type:"magic",
normalattackisspell:true,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:4,
specialattack2bonus:99,
defense:7,
escapediff:8,
dr:3,
drignore:0,
magicdefense:9,
diplomacydiff:9,
intimidatediff:10,
tamediff:0,
tamelevel:0,
bribe:700,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:6,
maxcooldown:7,
mincooldown:5,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"lifedrain",
specialdamagesmana:false,
special2damagesmana:true,
specialpoison:true,
specialburn:false,
specialweaken:true,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the mageling",
namecapitalised:"The mageling",
namefullcaps:"MAGELING",
nameundetermined:"a mageling",
nulldamagemessage:"but the mageling's transformed skin absorbs all the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The mageling shrieks in pain as its body turns to dust.",
attackallmessages:["The mageling casts a dark spell", "The mageling casts a life-draining spell", "The mageling casts a spell to steal your life essence"],
attacknormalmessage:["The mageling casts a dark spell", "The mageling casts a life-draining spell", "The mageling casts a spell to steal your life essence"],
attackflyingmessage:["The mageling casts a dark spell", "The mageling casts a life-draining spell", "The mageling casts a spell to steal your life essence"],
cantreachmessage:[],
specialattackmessage:"The mageling cackles madly and shoots a beam of green light from its hand",
specialattack2message:"The mageling casts a spell to drain your magic energy",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the mageling",
intromessage:["A monstrous, deformed child appears and attacks you with powerful magic!", "You are attacked by a magic-wielding monster in a child's body."],
codexdiff:2,
silver:800,
exp:500,
}>>
<</widget>><div class = "popup">Some powerful and depraved mages have attempted to prolong their lives by transferring their minds into younger bodies – the bodies of children. These cruel experiments were only partially successful – the mages retained their knowledge and memories, but their new bodies were invariably damaged by the raw magic power used in the transfer process. They never grew or developed, and became horrifyingly deformed.
Thus, the immortality seekers became trapped in their monster-child forms, slowly sliding into madness. Others call them "magelings", but never in their presence.
A typical mageling looks like a small child with terrifying, twisted features. It's power-hungry and obsessed with breaking its "curse" and developing into the perfect, immortal body. Many magelings gather followings of ruthless wizards who hope to learn their secrets and achieve immortality themselves – they invariably believe they'll be able to improve upon the process and won't turn into a mageling themselves.
Enemy type: sentient
Max. HP: 60
Defence: 7
Magic defence: 9
Damage reduction: 3
<span class = "heading">MP DAMAGE:</span> Mageling has a special attack which damages the opponent's MP.
<span class = "heading">STUN RESISTANCE:</span> Mageling has a 50% chance of resisting stun.
<span class = "heading">DRAIN LIFE:</span> Mageling's basic attacks heal it by the amount of damage dealt.
<span class = "heading">POISON:</span> Mageling's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Mageling can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "stoneeel">>
<<set setup.stoneeel to {
type:"beast",
maxhp:70,
mindamage:6,
maxdamage:12,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:10,
maxpowerdamage2:20,
damagetype:"lightning",
specialdamagetype:"lightning",
specialdamage2type:"physical",
normalattackisspell:true,
specialisspell:true,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:4,
defense:6,
escapediff:6,
dr:4,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:8,
tamediff:11,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:7,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the stone eel",
namecapitalised:"The stone eel",
namefullcaps:"STONE EEL",
nameundetermined:"a stone eel",
nulldamagemessage:"but the stone eel's hard scales protect it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The stone eel rolls over on its back and dies.",
attackallmessages:["The stone eel shoots lightning bolts at you", "The stone eel attacks you with lightning", "The stone eel attacks with an electric shock"],
attacknormalmessage:["The stone eel shoots lightning bolts at you", "The stone eel attacks you with lightning", "The stone eel attacks with an electric shock"],
attackflyingmessage:["The stone eel shoots lightning bolts at you", "The stone eel attacks you with lightning", "The stone eel attacks with an electric shock"],
cantreachmessage:["The stone eel tries to bite you, but can't reach you!"],
specialattackmessage:"The stone eel shoots a ball of lightning out of its mouth",
specialattack2message:"The stone eel raises the scales on its back and shoots some of them at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the stone eel",
intromessage:["You are attacked by a giant eel-like creature with rock-hard scales.", "You hear the crackle of lightning and see a giant eel-like creature slithering towards you!"],
codexdiff:1,
silver:0,
exp:300,
}>>
<</widget>><div class = "popup">These creatures resemble gigantic eels with rock-hard scales growing on their backs. They can survive both in water and on land; they often inhabit damp caves and tunnels. Stone eels have razor sharp teeth, but their most common attack method is generating energy inside their bodies and sending bolts of lightning at the enemies.
Enemy type: beast
Max. HP: 70
Defence: 6
Magic defence: 5
Damage reduction: 4
<span class = "heading">LIGHTNING RESISTANCE:</span> The stone eel only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> The stone eel has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> The stone eel's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "allystoneeel">>
<<set setup.allystoneeel to {
type:"beast",
name:"the tamed stone eel",
namecapitalised:"The tamed stone eel",
nameshort:"stone eel",
hasreach:true,
attackbonus:2,
specialattackbonus:3,
maxcooldown:7,
mincooldown:4,
mindamage:6,
maxdamage:12,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:10,
maxpowerdamage2:20,
drignore:0,
damagetype:"lightning",
basicattackeffect:"",
specialdamagetype:"lightning",
specialdamage2type:"physical",
normalattackisspell:true,
specialisspell:true,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed stone eel shoots lightning bolts at $enemy.name", "The tamed stone eel attacks $enemy.name with lightning", "The tamed stone eel attacks $enemy.name with an electric shock"],
attacknormalmessage:["The tamed stone eel shoots lightning bolts at $enemy.name", "The tamed stone eel attacks $enemy.name with lightning", "The tamed stone eel attacks $enemy.name with an electric shock"],
attackflyingmessage:["The tamed stone eel shoots lightning bolts at $enemy.name", "The tamed stone eel attacks $enemy.name with lightning", "The tamed stone eel attacks $enemy.name with an electric shock"],
specialattackmessage:"The tamed stone eel shoots a ball of lightning out of its mouth at $enemy.name",
specialattack2message:"The tamed stone eel raises the scales on its back and shoots some of them at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "drownedone">>
<<set setup.drownedone to {
type:"mindless",
maxhp:50,
mindamage:4,
maxdamage:9,
minpowerdamage:12,
maxpowerdamage:16,
minpowerdamage2:7,
maxpowerdamage2:13,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"magic",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:2,
defense:6,
escapediff:6,
dr:2,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:6,
maxcooldown:6,
mincooldown:4,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the drowned one",
namecapitalised:"The drowned one",
namefullcaps:"DROWNED ONE",
nameundetermined:"a drowned one",
nulldamagemessage:"but the drowned one's barnacle-covered skin absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The drowned one falls down and stops moving.",
attackallmessages:["The drowned one claws at you", "The drowned one pounds at you", "The drowned one bites you"],
attacknormalmessage:["The drowned one claws at you", "The drowned one pounds at you", "The drowned one bites you"],
attackflyingmessage:[""],
cantreachmessage:["The drowned one tries to attack, but can't reach you!"],
specialattackmessage:"The drowned one charges at you and fiercely slashes with its claws",
specialattack2message:"The drowned one vomits a stream of green liquid",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic animating the drowned one's corpse",
intromessage:["You are attacked by a bloated walking corpse of a drowned sailor!", "You encounter a decomposing, undead victim of drowning!"],
codexdiff:1,
silver:0,
exp:180,
}>>
<</widget>><div class = "popup">Those who die a sudden death at sea sometimes return as drowned ones – bloated walking corpses with seaweed in their hair and barnacles covering their skin. Sailors have a superstitious fear of these undead, because they know they may end up as one of them.
Enemy type: mindless
Max. HP: 50
Defence: 6
Magic defence: 6
Damage reduction: 2
<span class = "heading">STUN IMMUNITY:</span> Drowned one cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Drowned one cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Drowned one cannot be weakened.
<span class = "heading">POISON:</span> Drowned one's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "waterspirit">>
<<set setup.waterspirit to {
type:"mindless",
maxhp:90,
mindamage:7,
maxdamage:13,
minpowerdamage:17,
maxpowerdamage:27,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:2,
defense:8,
escapediff:5,
dr:2,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:5,
maxcooldown2:5,
mincooldown2:2,
evading:true,
evademessage:"The water spirit dissolved into mist to avoid the attack!",
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:"the water spirit",
namecapitalised:"The water spirit",
namefullcaps:"WATER SPIRIT",
nameundetermined:"a water spirit",
nulldamagemessage:"but the water spirit's ever-shifting body protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The water spirit explodes into a cloud of droplets, destroyed for good.",
attackallmessages:["The water spirit pounds at you with an amorphous limb", "The water spirit hits you", "The spirit shoots razor-sharp streams of water at you", "The spirit attacks with a powerful stream of water"],
attacknormalmessage:["The water spirit pounds at you with an amorphous limb"],
attackflyingmessage:["The spirit shoots razor-sharp streams of water at you", "The spirit attacks with a powerful stream of water"],
cantreachmessage:[],
specialattackmessage:"The water spirit summons a roaring whirlpool",
specialattack2message:"",
healmessage:"The water spirit regenerates part of its body",
devourmessage:"",
playerdrainmessage:"the magic essence of the water spirit",
intromessage:["You're attacked by a giant, shape-shifting creature made of water!", "A shifting mass of water appears before you and forms into a monster!"],
codexdiff:2,
silver:0,
exp:500,
}>>
<</widget>><div class = "popup">These strange and elusive creatures, made entirely of water, strike fear into sailors' hearts. There are stories about water spirits emerging from the sea and attacking boats and ships, or hiding in peaceful ponds, waiting to drown anyone who approaches. No one knows what the water spirits' motives are, or if they even have any.
Enemy type: mindless
Max. HP: 90
Defence: 8
Magic defence: 6
Damage reduction: 2
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">FIRE RESISTANCE:</span> Water spirit only takes 50% of fire damage and is immune to burn.
<span class = "heading">STUN IMMUNITY:</span> Water spirit cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Water spirit cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Water spirit cannot be weakened.</div>
<a class="link-internal ui-close">Close</a>
<<print $dungeon5.rumour>>
[[Back|dungeon5]]<<set $dungeon5secretroomvisited to true>>\
<<if $dungeon5.type == "crypt">>You follow a winding secret passage to a gilded room with a sarcophagus in the centre. The word "Egros" is carved onto the sarcophagus. There's also a treasure chest here!
<<elseif $dungeon5.type == "cave">>You follow a secret path to a chamber deep down below. Its floor is laid with animal hides, and there are skulls of various beasts lying around – there's even a dragon skull among them. In the corner of the chamber you discover a treasure chest!
<<else>>The entrance to the secret room was well-hidden, but the room is anything but small! You discover some rotten furniture, all giant-sized, and a jewellery box the size of a treasure chest!
<</if>>\
<<switch visited()>>\
<<case 1>>
<<set _treasure to random(1,3)>>\
<<if _treasure == 1>>\
<<set $purifyingring += 1>><<set $silver += 500>>\
<span class = "gold">You found a Purifying Ring and 500 pieces of silver!</span>
<<elseif _treasure == 2>>\
<<set $silver += 700>><<set $luxuryitems +=2>>\
<span class = "gold">You found <<print setup.luxury.random()>> (a luxury item), <<print setup.luxury.random()>> (a luxury item), and 700 pieces of silver!</span>
<<else>>\
<<set $potionultimatehealth += 1>><<set $silver += 1500>>\
<span class = "gold">You found a grand health potion and 1500 pieces of silver!</span>
<</if>>\
<<default>><</switch>>\
[[Exit the secret room|$currentdungeonroom.name]]<<widget "deadscholar">>\
<<if $deadcholarexamined != true>>\
You spot a dead body curled up in the corner of the room.
[[Examine the body more closely|examinescholar]]
<</if>>\
<</widget>><<set $deadcholarexamined to true>><<set $scholarsnotes to 1>>\
The body belongs to a middle-aged, bearded man, dressed in an explorer's outfit. There are multiple wounds on his chest and arms, left by the claws and teeth of some beast.
The man was carrying a large leather bag. You search through it and find stack upon stack of notes. Turns out the deceased explorer was a scholar from the Academy, who ventured into <<print $dungeon5.name>> in search of knowledge. His colleagues would certainly want to know what happened to him, and would be interested in his notes.
Scholar's notes received!
[[Back|$currentdungeonroom.name]]
The stack of notes you found by the dead Academy scholar in <<print $dungeon5.name>>. They describe the dungeon's <<if $dungeon5.type == "cave">>geological<<else>>architectural<</if>> features in great detail and speculate on its history.
<a class="link-internal ui-close">Close</a><<set $renown += 1>><<set $silver += 1000>><<set $scholarsnotes -= 1>>\
You hand over the bag of notes you found in <<print $dungeon5.name>> and explain what happened to its owner.
The Academy scholars are saddened by their colleague's death, but they're glad you've at least recovered his notes.
"They're vital to research we're conducting," they explain. "You've done us a great service. Please, accept this as your reward."
<span class = "gold">You received 1000 pieces of silver!
Your renown goes up by 1!</span>
[[Continue|academy]] <<unset $dungeon5bosstreasurenottaken>>\
<<if $dungeon5.name == "Ossuary Gardens">>\
<span class = "gold"><<ossuarygardens>></span>
<<elseif $dungeon5.name == "Ruins of Titan's Walk">>\
<span class = "gold"><<ruinsoftitanswalk>></span>
<<elseif $dungeon5.name == "Howling Depths">>\
<span class = "gold"><<howlingdepths>></span>
<</if>>\
[[Back|dungeon5H]] <<set $dungeon6secretroomvisited to true>>\
You follow a narrow passage inside the tower's wall into a small, dusty room with an old wooden chest!
<<switch visited()>>\
<<case 1>>
<<set _treasure to random(1,3)>>\
<<if _treasure == 1>>\
<<set $azurering += 1>><<set $silver += 500>>\
<span class = "gold">You found an Azure Ring and 500 pieces of silver!</span>
<<elseif _treasure == 2>>\
<<set $silver += 700>><<set $luxuryitems +=2>>\
<span class = "gold">You found <<print setup.luxury.random()>> (a luxury item), <<print setup.luxury.random()>> (a luxury item), and 700 pieces of silver!</span>
<<else>>\
<<set $bottledthunder += 2>><<set $silver += 800>>\
<span class = "gold">You found 2 vials of Bottled Thunder and 800 pieces of silver!</span>
<</if>>\
<<default>><</switch>>\
[[Exit the secret room|$currentdungeonroom.name]]<<print $dungeon6.rumour>>
[[Back|dungeon6]]<<unset $dungeon6bosstreasurenottaken>>\
<<if $dungeon6.name == "Broken Talon">>\
<span class = "gold"><<brokentalon>></span>
<<elseif $dungeon6.name == "Candlewind Tower">>\
<span class = "gold"><<candlewindtower>></span>
<<elseif $dungeon6.name == "Thunder Rock">>\
<span class = "gold"><<thunderrock>></span>
<</if>>\
[[Back|dungeon6A]] <div class = "popup">The Huntmaster is a mysterious woman who commands wild beasts and sends them forth to hunt and kill. No one knows the Huntmaster's real identity or motives. Some say she's a dark messenger sent to punish humans for their sins; others claims she used to be a famous huntress, but was possessed by an ancient artefact she found in the lair of a dragon she killed. One thing is certain – the Huntmaster is a formidable enemy.
Enemy type: legendary
Max. HP: 130
Defence: 9
Magic defence: 7
Damage reduction: 4
<span class = "heading">VOLLEY:</span> The Huntmaster's special attack is a volley of shots;
each shot's chance to hit and damage are calculated separately.
<span class = "heading">DR IGNORE (2):</span> The Huntmaster's attacks ignore 2 points of the target's damage reduction.
<span class = "heading">POISON IMMUNITY:</span> The Huntmaster cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> The Huntmaster cannot be weakened.
<span class = "heading">HEAL (2):</span> Can restore part of her HP twice per combat.
<span class = "heading">POISON:</span> The Huntmaster's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> The Huntmaster can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "huntmaster">>
<<set setup.huntmaster to {
type:"legendary",
maxhp:130,
mindamage:10,
maxdamage:14,
minpowerdamage:5,
maxpowerdamage:8,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:true,
volleyshots:12,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:2,
healmin:25,
healmax:30,
attackbonus:5,
specialattackbonus:2,
specialattack2bonus:5,
defense:9,
escapediff:7,
dr:4,
drignore:2,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:6,
maxcooldown:9,
mincooldown:6,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the Huntmaster",
namecapitalised:"The Huntmaster",
namefullcaps:"HUNTMASTER",
nameundetermined:"",
nulldamagemessage:"but the Huntmaster's armour protects her from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack", "$enemy.name nimbly dodges"],
deathmessage:"The Huntmaster drops to one knee. \"My... hunt... over,\" she utters in disbelief. She then collapses, dead.",
attackallmessages:["The Huntmaster attacks with her heavy crossbow", "The Huntmaster sends a bolt flying", "The Huntmaster aims and shoots", "The Huntmaster shoots a bolt at you"],
attacknormalmessage:["The Huntmaster attacks with her heavy crossbow", "The Huntmaster sends a bolt flying", "The Huntmaster aims and shoots", "The Huntmaster shoots a bolt at you"],
attackflyingmessage:["The Huntmaster attacks with her heavy crossbow", "The Huntmaster sends a bolt flying", "The Huntmaster aims and shoots", "The Huntmaster shoots a bolt at you"],
cantreachmessage:[],
specialattackmessage:"The Huntmaster fires a volley of $enemy.volleyshots bolts<<if $enemyvolleyhits == 0>><<else>>. $enemyvolleyhits of them <<if $enemyvolleyhits == 1>>hits<<else>>hit<</if>> you<</if>>",
specialattack2message:"The Huntmaster throws a bottle which explodes, releasing suffocating gas",
healmessage:"The Huntmaster drinks a potion",
devourmessage:"",
playerdrainmessage:"the life energy of the Huntmaster",
intromessage:["You are attacked by a hooded woman wearing fur armour and armed with a heavy crossbow!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>><div class = "popup"><i>Famous gambler and adventurer Ragu the Ugly, who was born with a hideously deformed face, always claimed gods made him lucky to compensate for his lack of physical beauty. Ragu's light crossbow, which he used with great effectiveness despite having only one eye, changed hands many, many times after his death. Thieves and gamblers alike consider it a good luck charm.</i>
A legendary ranged weapon. Deals 2-8 points of damage. When checking if the attack has hit, 1/2 of the character's Fortune value, rounded up, is added to the roll instead of the character's Combat value. 1/2 of the character's Fortune value, rounded up, is also added to all damage dealt with Gambler's Crossbow.</div>
<a class="link-internal ui-close">Close</a><<if $totalwinnings >= 20000>>\
Looks like your fame as a gambler precedes you. You propose a few rounds of Beggar's Share to the gathered crowd, but nobody is willing to play with you. You've simply won too much already!
<<if $gamblerenown>><<else>><<set $gamblerenown to true>><<set $renown += 1>>
<span class = "gold">Your renown goes up by 1!</span>
<</if>>\
[[Back|$return]]
<<else>>
In the corner of the inn people are playing Beggar's Share – a two-player card game with fairly complicated rules, combining luck with skill. You have no problem finding someone willing to play with you, but they demand that you show the money upfront.
<span class = "examine"><<link "How to play">><<script>>
Dialog.setup("How to play");
Dialog.wiki(Story.get("gamblingrules").processText());
Dialog.open();
<</script>>
<</link>></span>
<<if $silver >= 100>>\
[[Bet 100 silver and play a round|gambletactics][$bet to 100]]
<<else>>\
<span class = "red">Bet 100 silver and play a round</span>
<</if>>\
<<if $silver >= 500>>\
[[Bet 500 silver and play a round|gambletactics][$bet to 500]]
<<else>>\
<span class = "red">Bet 500 silver and play a round</span>
<</if>>\
<<if $silver >= 1000>>\
[[Bet 1000 silver and play a round|gambletactics][$bet to 1000]]
<<else>>\
<span class = "red">Bet 1000 silver and play a round</span>
<</if>>\
<<link [[Back|$return]]>><<unset $bet, $style, $opponentstyle, $gambleresult, $gamblemessage>><</link>>
<</if>>
<<set $opponentstyle to random (1,3)>>\
You sit down and play Beggar's Share against <<print setup.gamblers.random()>>.
You need to choose your style of play for this round.
<<link [[Tricky|gambleresults]]>><<set $style to 1>><<gamble>><</link>>
<<link [[Aggressive|gambleresults]]>><<set $style to 2>><<gamble>><</link>>
<<link [[Cautious|gambleresults]]>><<set $style to 3>><<gamble>><</link>>
<<if $charisma >= 1>>\
<<link [[(Charisma) Bluffing|gambleresults]]>><<set $style to 1>><<gamble>><</link>>
<<else>>\
<span class = "red">(Charisma) Bluffing</span>
<</if>>\<<if $style == 1>>You try to outsmart your opponent with tricky moves.<<elseif $style == 2>>You play aggressively, trying to end the round as quickly as possible.<<elseif $style == 3>>You play cautiously, avoiding risky moves.<<else>>You focus on bluffing, negating your opponent's playstyle effects!<</if>>
<<if $opponentstyle == 1>>Your opponent's playstyle is tricky.<<elseif $opponentstyle == 2>>Your opponent's playstyle is aggressive.<<else>>Your opponent's playstyle is cautious.<</if>>
<span class = "gold">$gamblemessage</span>
[[Play another round|gamble]]
<<link [[Stop playing|$return]]>><<unset $bet, $style, $opponentstyle, $gambleresult, $gamblemessage>><</link>><<widget "gamble">>
<<set $gambleresult to ($fortune + $shinypebble)>><<set $gambleresult -= random(-1,1)>><<if $style == $opponentstyle || $style == 4>><<elseif $style == 1 && $opponentstyle == 2 || $style == 2 && $opponentstyle == 3 || $style == 3 && $opponentstyle == 3>><<set $gambleresult -= 3>><<else>><<set $gambleresult += 3>><</if>>
<<if $gambleresult <=1>><<set $silver -= $bet>>\
<<set $gamblemessage to "You've had no luck this time. You lose everything you've bet!">>
<<elseif $gambleresult == 2>>\
<<set $gamblemessage to "The match ends in a draw. You keep what you've bet, but don't win anything.">>
<<elseif $gambleresult <= 4>><<set $silver += $bet>><<set $totalwinnings += $bet>>\
<<set $gamblemessage to "You win the round!<br><br><<print $bet>> silver received.">>
<<elseif $gambleresult <= 6>><<set $silver += ($bet*2)>><<set $totalwinnings += ($bet*2)>>\
<<set $gamblemessage to "Luck is on your side – you win twice as much as you've bet!<br><br><<print ($bet*2)>> silver received.">>
<<elseif $gambleresult >= 7>>
<<if $gamblerscrossbowwon || $bet == 100 || $bet == 500>><<set $silver += ($bet*3)>><<set $totalwinnings += ($bet*3)>>
<<set $gamblemessage to "What a round! Either you're really lucky, or really good. You win three times what you've bet!<br><br><<print ($bet*3)>> silver received.">>
<<else>><<set $gamblerscrossbowowned += 1>><<set $gamblerscrossbowwon to true>><<set $totalwinnings += 4000>>
<<set $gamblemessage to "What a round! Either you're really lucky, or really good. You win a handsome sum of money... and then it turns out your opponent has no silver to pay you! You start getting angry, but they ask you to calm down and hand you a curious light crossbow.<br><br>'Take it', they say. 'It pains me to part with it, but you've won it honestly.'<br><br>Gambler's Crossbow received!">>
<</if>>
<</if>>\
<</widget>>
To gamble, you need to put up the money upfront. Then, a round of a card game is simulated, based on your skills.
Your basic round result is your Fortune value, randomly modified by -1, 0 or +1. This value is increased or decreased based on your and your opponent's playstyles for the round.
After betting your money, you need to choose a playstyle: Tricky, Aggressive or Cautious. Your opponent does the same. Tricky beats Cautious; Aggressive beats Tricky, and Cautious beats Aggressive. If you beat your opponent's playstyle, your round result is increased by 3, if your style loses to theirs, your result is decreased by 3 and if you both pick the same playstyle, no modifier is applied.
If you have the Charisma skill, you may choose to Bluff instead of picking a playstyle. If you Bluff, your style modifier will always be 0, as if you and your opponent both picked the same style.
Based on your final result, you may lose, draw, win or even win with a special bonus!
<a class="link-internal ui-close">Close</a>A magic amulet which grants a +2 bonus to all Tame rolls
(you must be able to use Tame to benefit from this bonus).
<a class="link-internal ui-close">Close</a>A magic amulet which grants a +2 bonus to all escape rolls.
<a class="link-internal ui-close">Close</a>A magic amulet which grants a +2 bonus to all Intimidate rolls
(you must be able to use Intimidate to benefit from this bonus).
<a class="link-internal ui-close">Close</a>A magic amulet which grants a +2 bonus to all Diplomacy rolls
(you must be able to use Diplomacy to benefit from this bonus).
<a class="link-internal ui-close">Close</a><div class = "popup">Trolls are wild and fierce creatures. They're much taller and more powerfully built than an average human. They have greenish skin, tangled hair and protruding fangs. Their ability to quickly recover from any wound makes them fearless in combat. Trolls are aggressive and will readily attack anything they can eat or steal from, but contrary to common opinion, they're not mindless beasts and may be reasoned with.
Enemy type: sentient
Max. HP: 70
Defence: 6
Magic defence: 6
Damage reduction: 2
<span class = "heading">STUN RESISTANCE:</span> The troll has a 50% chance of resisting stun.
<span class = "heading">HEAL (unlimited uses):</span> The troll can regenerate its HP.
<span class = "heading">STUN:</span> The troll's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> The troll can fortify itself.</div>
<a class="link-internal ui-close">Close</a><div class = "popup">Berserkers are trolls who love the thrill of combat more than anything else. These fearsome creatures leap into fight without a second thought, clawing at their victims in blind fury. They often wear necklaces made of skulls, claws and teeth of creatures they killed, and paint their skin in bright colours.
A troll berserker can't be reasoned with and is immune to Diplomacy and bribes.
Enemy type: sentient
Max. HP: 80
Defence: 7
Magic defence: 7
Damage reduction: 3
<span class = "heading">FURY:</span> When the troll berserker's HP falls below 25%, it flies into a destructive rage; all damage
it deals is doubled.
<span class = "heading">STUN RESISTANCE:</span> The troll berserker has a 50% chance of resisting stun.
<span class = "heading">HEAL (unlimited uses):</span> The troll berserker can regenerate its HP.
<span class = "heading">STUN:</span> The troll berserker's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> The troll berserker can fortify itself.</div>
<a class="link-internal ui-close">Close</a><<widget "troll">>
<<set setup.troll to {
type:"sentient",
maxhp:70,
mindamage:4,
maxdamage:12,
minpowerdamage:13,
maxpowerdamage:19,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:1,
healmin:15,
healmax:20,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:5,
defense:6,
escapediff:7,
dr:2,
drignore:0,
magicdefense:6,
diplomacydiff:10,
intimidatediff:11,
tamediff:0,
tamelevel:0,
bribe:600,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:false,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:4,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:3,
maxcooldown2:6,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"the troll",
namecapitalised:"The troll",
namefullcaps:"TROLL",
nameundetermined:"a troll",
nulldamagemessage:"but the troll's tough hide absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The troll collapses to the ground, dead.",
attackallmessages:["The troll claws at you", "The troll attacks with its claws", "The troll hits you", "The troll throws a heavy rock at you", "The troll throws a piece of rock"],
attacknormalmessage:["The troll claws at you", "The troll attacks with its claws", "The troll hits you"],
attackflyingmessage:["The troll throws a heavy rock at you", "The troll throws a piece of rock"],
cantreachmessage:["The troll can't reach you!"],
specialattackmessage:"The troll charges at you and madly slashes with its claws",
specialattack2message:"The troll bellows loudly",
healmessage:"The troll regenerates",
devourmessage:"",
playerdrainmessage:"the life force of the troll",
intromessage:["You are attacked by a tall, stooping green creature – a troll!", "A troll appears, roaring angrily!"],
codexdiff:1,
silver:0,
exp:300,
}>>
<</widget>><<widget "trollberserker">>
<<set setup.trollberserker to {
type:"sentient",
maxhp:80,
mindamage:6,
maxdamage:13,
minpowerdamage:16,
maxpowerdamage:21,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:1,
healmin:15,
healmax:20,
attackbonus:3,
specialattackbonus:3,
specialattack2bonus:5,
defense:7,
escapediff:7,
dr:3,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:12,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:false,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:4,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:3,
maxcooldown2:6,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"the troll berserker",
namecapitalised:"The troll berserker",
namefullcaps:"TROLL BERSERKER",
nameundetermined:"a troll berserker",
nulldamagemessage:"but the troll berserker's tough hide absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The troll berserker collapses to the ground, dead.",
attackallmessages:["The troll berserker claws at you madly", "The troll berserker furiously slashes with its claws", "The troll berserker hits you", "The troll berserker throws a heavy rock at you", "The troll berserker throws a piece of rock"],
attacknormalmessage:["The troll berserker claws at you madly", "The troll berserker furiously slashes with its claws", "The troll berserker hits you"],
attackflyingmessage:["The troll berserker throws a heavy rock at you", "The troll berserker throws a piece of rock"],
cantreachmessage:["The troll berserker can't reach you!"],
specialattackmessage:"The troll berserker charges at you and madly slashes with its claws",
specialattack2message:"The troll berserker bellows furiously",
healmessage:"The troll berserker regenerates",
devourmessage:"",
playerdrainmessage:"the life force of the troll berserker",
intromessage:["You are attacked by a troll wearing warpaint and a skull necklace!", "A troll berserker appears and charges at you!"],
codexdiff:1,
silver:0,
exp:400,
}>>
<</widget>><div class = "popup">A spirit of a Titan, still guarding the ruins of his people's proud city. Guardian of the Runes is an apparition of a warrior clad in splendid armour, bearded and long-haired, three times as tall as a human.
Enemy type: legendary
Max. HP: 150
Defence: 8
Magic defence: -
Damage reduction: 4
<span class = "heading">MAGIC IMMUNITY:</span> Guardian of the Runes is fully immune to all magic damage (fire and lightning damage
included), to poison, burn and weaken.
<span class = "heading">STUN:</span> The Guardian's attacks may stun the opponent.
<span class = "heading">WEAKEN:</span> The Guardian can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "guardianofrunes">>
<<set setup.guardianofrunes to {
type:"legendary",
maxhp:150,
mindamage:12,
maxdamage:15,
minpowerdamage:22,
maxpowerdamage:26,
minpowerdamage2:15,
maxpowerdamage2:19,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:4,
specialattack2bonus:2,
defense:8,
escapediff:6,
dr:4,
drignore:0,
magicdefense:1,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:true,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:4,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:8,
mincooldown:6,
maxcooldown2:9,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"Guardian of Runes",
namecapitalised:"Guardian of Runes",
namefullcaps:"GUARDIAN OF RUNES",
nameundetermined:"",
nulldamagemessage:"but the Guardian's runic armour protects him from any damage",
playermissmessage:["you miss"],
deathmessage:"The Guardian drops to one knee and bows his head, admitting defeat.",
attackallmessages:["Guardian of Runes attacks you with his sword", "Guardian of Runes slashes with his enormous sword", "The Guardian leaps and attacks with his sword", "The Guardian throws a javelin", "Guardian of Runes attacks you with a javelin"],
attacknormalmessage:["Guardian of Runes attacks you with his sword", "Guardian of Runes slashes with his enormous sword", "The Guardian leaps and attacks with his sword"],
attackflyingmessage:["The Guardian throws a javelin", "Guardian of Runes attacks you with a javelin"],
cantreachmessage:[],
specialattackmessage:"Guardian of Runes throws a giant spear at you",
specialattack2message:"The Guardian throws a silver javelin at you",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy of the Guardian",
intromessage:["You face the Guardian of Runes – the proud spirit of a Titan warrior!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>> This book talks about the many cunning exploits of Ragu the Ugly, the famous scoundrel whose hideous appearance belied his legendary charm. He used his wit, silver tongue and incredible luck to safely escape from countless dangers, outsmarting enemies wherever he went and making a name for himself as an adventurer (though some, especially the targets of his schemes, insisted on calling him a "thief" instead).
The book contains many well-known stories about Ragu, such as "The Theft of the Silver Apple", "A Game of Cards with Death", "How Ragu got through the thirteen deadly traps of the Hidden Temple", and many others.
[[Read a different book|library]]
[[Return to the Main Hall|academy]]<<widget "dungeon3renown">>
<<set $renown += 1>><<set $dungeon3renowngained to true>>
Defeating <<print $dungeon3.boss.name>> of <<print $dungeon3.name>> was no small feat.
<span class = "gold">Your renown goes up by 1!</span>
<</widget>>
<<widget "dungeon4renown">>
<<set $renown += 1>><<set $dungeon4renowngained to true>>
Locals will be glad to hear you defeated <<print $dungeon4.boss.name>> of <<print $dungeon4.name>>.
<span class = "gold">Your renown goes up by 1!</span>
<</widget>>
<<widget "dungeon5renown">>
<<set $renown += 2>><<set $dungeon5renowngained to true>>
<<if $dungeon5.name == "Ruins of Titan's Walk">><<set $greatdeeds.push(setup.defeatguardianofrunes)>><<set $greatdeedsrewards.push(setup.defeatguardianofrunes)>>
Defeating the last of Titans in a fight and earning his respect is no small feat.
<span class = "gold">Your renown goes up by 2!</span>
<<elseif $dungeon5.name == "Ossuary Gardens">><<set $greatdeeds.push(setup.defeatarchlich)>><<set $greatdeedsrewards.push(setup.defeatarchlich)>>
By destroying Arch-lich Egros you saved people of $currentislandname from a great threat. They will praise your heroic deed for generations to come!
<span class = "gold">Your renown goes up by 2!</span>
<<else>><<set $greatdeeds.push(setup.defeathuntress)>><<set $greatdeedsrewards.push(setup.defeathuntress)>>
Killing the Huntress makes $currentislandname a much safer place. Local people no longer need to fear the madwoman and her beasts. They will rejoice when they hear about your victory!
<span class = "gold">Your renown goes up by 2!</span>
<</if>>
<</widget>>
<<widget "dungeon6renown">>
<<set $renown += 2>><<set $dungeon6renowngained to true>>
<<if $dungeon6.name == "Broken Talon">><<set $greatdeeds.push(setup.defeatbrokentalondragon)>><<set $greatdeedsrewards.push(setup.defeatbrokentalondragon)>>
Slaying the dragon of Broken Talon ended a great threat that was looming over the island. In time, locals may rebuild the watchtower and start using it again. And they will know it's all thanks to you.
<span class = "gold">Your renown goes up by 2!</span>
<<elseif $dungeon6.name == "Thunder Rock">><<set $greatdeeds.push(setup.defeatthunderrockdragon)>><<set $greatdeedsrewards.push(setup.defeatthunderrockdragon)>>
Slaying the dragon of Thunder Rock will earn you the deepest gratitude of local people, who were terrorised by the monster. With the dragon dead, the cloud of evil hanging over the old tower may finally disappear.
<span class = "gold">Your renown goes up by 2!</span>
<<else>><<set $greatdeeds.push(setup.defeatcandlewindtowerdragon)>><<set $greatdeedsrewards.push(setup.defeatcandlewindtowerdragon)>>
Destroying the cruel cultists' "god" means the end of the cult, and of the terror it spread through the land. Locals will praise you for slaying the dragon!
<span class = "gold">Your renown goes up by 2!</span>
<</if>>
<</widget>>[[QUESTS|Quests]]<span id = "tab"><span class = "heading">ISLANDS</span></span><span id = "tab">[[CODEX|Codex]]</span><span id = "tab">[[TECHNIQUES|Techniques]]</span><span id = "tab">[[SPELLBOOK|Spellbook]]</span><span id = "tab">[[HOW TO PLAY|journalhowtoplay]]</span>
[[Close Journal|$return][$initiative to true]]
<<journalisland1>>\
<<if $island1wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland2>>\
<<if $island2wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland3>>\
<<if $island3wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland4>>\
<<if $island4wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland5>>\
<<if $island5wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland6>>\
<<if $island6wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland7>>\
<<if $island7wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland8>>\
<<if $island8wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland9>>\
<<if $island9wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland10>>\
<<if $island10wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland11>>\
<<if $island11wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland12>>\
<<if $island12wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland13>>\
<<if $island13wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland14>>\
<<if $island14wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland15>>\
<<if $island15wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<journalisland16>>\
<<if $island16wanderermet>>You've met <span class = "gold">the Wanderer</span> on the island.
<</if>>\
<<widget "dungeon1status">>\
<<if not $dungeon1Anotcleared && not $dungeon1Bnotcleared && not $dungeon1Cnotcleared && not $dungeon1Dnotcleared && not $dungeon1Enotcleared && not $dungeon1Fnotcleared && not $dungeon1Hnotcleared>>fully cleared!<<elseif not $dungeon1Hnotcleared>>boss defeated, not fully cleared.<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "dungeon2status">>\
<<if not $dungeon2Anotcleared && not $dungeon2Bnotcleared && not $dungeon2Cnotcleared && not $dungeon2Dnotcleared && not $dungeon2Enotcleared && not $dungeon2Fnotcleared && not $dungeon2Gnotcleared && not $dungeon2Inotcleared>>fully cleared!<<elseif not $dungeon2Inotcleared>>boss defeated, not fully cleared.<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "dungeon3status">>\
<<if not $dungeon3Anotcleared && not $dungeon3Cnotcleared && not $dungeon3Dnotcleared && not $dungeon3Enotcleared && not $dungeon3Fnotcleared && not $dungeon3Gnotcleared && not $dungeon3Hnotcleared && not $dungeon3Inotcleared && not $dungeon3Jnotcleared>>fully cleared!<<elseif not $dungeon3Jnotcleared>>boss defeated, not fully cleared.<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "dungeon4status">>\
<<if not $dungeon4Anotcleared && not $dungeon4Bnotcleared && not $dungeon4Cnotcleared && not $dungeon4Dnotcleared && not $dungeon4Enotcleared && not $dungeon4Fnotcleared && not $dungeon4Gnotcleared && not $dungeon4Hnotcleared && not $dungeon4Jnotcleared>>fully cleared!<<elseif not $dungeon4Jnotcleared>>boss defeated, not fully cleared.<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "dungeon5status">>\
<<if not $dungeon5Anotcleared && not $dungeon5Bnotcleared && not $dungeon5Cnotcleared && not $dungeon5Dnotcleared && not $dungeon5Enotcleared && not $dungeon5Fnotcleared && not $dungeon5Gnotcleared && not $dungeon5Hnotcleared && not $dungeon5Jnotcleared && not $dungeon5Knotcleared && not $dungeon5Lnotcleared && not $dungeon5Mnotcleared && not $dungeon5Nnotcleared && not $dungeon5Onotcleared>>fully cleared!<<elseif not $dungeon5Hnotcleared>>boss defeated, not fully cleared.<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "dungeon6status">>\
<<if not $dungeon6Anotcleared && not $dungeon6Cnotcleared && not $dungeon6Dnotcleared && not $dungeon6Enotcleared && not $dungeon6Fnotcleared && not $dungeon6Gnotcleared && not $dungeon6Hnotcleared && not $dungeon6Inotcleared && not $dungeon6Jnotcleared && not $dungeon6Knotcleared && not $dungeon6Lnotcleared && not $dungeon6Mnotcleared && not $dungeon6Nnotcleared>>fully cleared!<<elseif not $dungeon6Anotcleared>>boss defeated, not fully cleared.<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "mine1status">>\
<<if not $mine1Anotcleared && not $mine1Bnotcleared && not $mine1Cnotcleared && not $mine1Dnotcleared && not $mine1Enotcleared && not $mine1Fnotcleared && not $mine1Gnotcleared && not $mine1Hnotcleared && not $mine1Inotcleared>>fully cleared!<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "mine2status">>\
<<if not $mine2Anotcleared && not $mine2Bnotcleared && not $mine2Cnotcleared && not $mine2Dnotcleared && not $mine2Enotcleared && not $mine2Fnotcleared && not $mine2Gnotcleared && not $mine2Hnotcleared && not $mine2Inotcleared>>fully cleared!<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "mine3status">>\
<<if not $mine3Anotcleared && not $mine3Bnotcleared && not $mine3Cnotcleared && not $mine3Dnotcleared && not $mine3Enotcleared && not $mine3Fnotcleared && not $mine3Gnotcleared && not $mine3Hnotcleared && not $mine3Inotcleared>>fully cleared!<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "mine4status">>\
<<if not $mine4Anotcleared && not $mine4Bnotcleared && not $mine4Cnotcleared && not $mine4Dnotcleared && not $mine4Enotcleared && not $mine4Fnotcleared && not $mine4Gnotcleared && not $mine4Hnotcleared && not $mine4Inotcleared>>fully cleared!<<else>>not cleared.<</if>>\
<</widget>>\
<<widget "journalisland1">>\
<<if not $island1discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island1.name>></h3></span>
<span class = "gold"><<if $island1visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island1.terrain>>
<<if $island1activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island1.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island1activity == "market1">>There's a <span class = "gold">market</span> on <<print $island1.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island1activity == "market2">>There's a <span class = "gold">market</span> on <<print $island1.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island1activity == "market3">>There's a <span class = "gold">market</span> on <<print $island1.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island1activity == "market4">>There's a <span class = "gold">market</span> on <<print $island1.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island1activity == "market5">>There's a <span class = "gold">market</span> on <<print $island1.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island1activity == "market6">>There's a <span class = "gold">market</span> on <<print $island1.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island1activity == "market7">>There's a <span class = "gold">market</span> on <<print $island1.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island1activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island1activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island1activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island1activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island1" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island1.name>>.
<<elseif $oceanpillarlocation == "Island1" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island1.name>>.
<<elseif $treasurepillarlocation == "Island1" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island1.name>>.
<<else>>\<</if>>\
<<if $island1activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island1.name>>. (Mine status: <<mine1status>>)
<<elseif $island1activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island1.name>>. (Mine status: <<mine2status>>)
<<elseif $island1activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island1.name>>. (Mine status: <<mine3status>>)
<<elseif $island1activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island1.name>>. (Mine status: <<mine4status>>)
<<elseif $island1activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island1activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island1activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island1activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island1activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island1activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island1activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island1activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island1activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island1innvisited && $island1ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island1innvisited && $island1ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island1innvisited && $island1ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island1innvisited && $island1ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island1innvisited && $island1ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island1storyrecorded>>You've recorded a local story about <<print $island1.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland2">>\
<<if not $island2discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island2.name>></h3></span>
<span class = "gold"><<if $island2visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island2.terrain>>
<<if $island2activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island2.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island2activity == "market1">>There's a <span class = "gold">market</span> on <<print $island2.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island2activity == "market2">>There's a <span class = "gold">market</span> on <<print $island2.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island2activity == "market3">>There's a <span class = "gold">market</span> on <<print $island2.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island2activity == "market4">>There's a <span class = "gold">market</span> on <<print $island2.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island2activity == "market5">>There's a <span class = "gold">market</span> on <<print $island2.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island2activity == "market6">>There's a <span class = "gold">market</span> on <<print $island2.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island2activity == "market7">>There's a <span class = "gold">market</span> on <<print $island2.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island2activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island2activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island2activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island2activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island2" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island2.name>>.
<<elseif $oceanpillarlocation == "Island2" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island2.name>>.
<<elseif $treasurepillarlocation == "Island2" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island2.name>>.
<<else>>\<</if>>\
<<if $island2activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island2.name>>. (Mine status: <<mine1status>>)
<<elseif $island2activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island2.name>>. (Mine status: <<mine2status>>)
<<elseif $island2activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island2.name>>. (Mine status: <<mine3status>>)
<<elseif $island2activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island2.name>>. (Mine status: <<mine4status>>)
<<elseif $island2activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island2activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island2activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island2activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island2activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island2activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island2activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island2activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island2activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island2innvisited && $island2ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island2innvisited && $island2ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island2innvisited && $island2ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island2innvisited && $island2ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island2innvisited && $island2ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island2storyrecorded>>You've recorded a local story about <<print $island2.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland3">>\
<<if not $island3discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island3.name>></h3></span>
<span class = "gold"><<if $island3visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island3.terrain>>
<<if $island3activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island3.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island3activity == "market1">>There's a <span class = "gold">market</span> on <<print $island3.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island3activity == "market2">>There's a <span class = "gold">market</span> on <<print $island3.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island3activity == "market3">>There's a <span class = "gold">market</span> on <<print $island3.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island3activity == "market4">>There's a <span class = "gold">market</span> on <<print $island3.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island3activity == "market5">>There's a <span class = "gold">market</span> on <<print $island3.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island3activity == "market6">>There's a <span class = "gold">market</span> on <<print $island3.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island3activity == "market7">>There's a <span class = "gold">market</span> on <<print $island3.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island3activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island3activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island3activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island3activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island3" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island3.name>>.
<<elseif $oceanpillarlocation == "Island3" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island3.name>>.
<<elseif $treasurepillarlocation == "Island3" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island3.name>>.
<<else>>\<</if>>\
<<if $island3activity2 == "mine1">>There ancient are <span class = "gold">mines</span> on <<print $island3.name>>. (Mine status: <<mine1status>>)
<<elseif $island3activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island3.name>>. (Mine status: <<mine2status>>)
<<elseif $island3activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island3.name>>. (Mine status: <<mine3status>>)
<<elseif $island3activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island3.name>>. (Mine status: <<mine4status>>)
<<elseif $island3activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island3activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island3activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island3activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island3activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island3activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island3activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island3activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island3activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island3innvisited && $island3ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island3innvisited && $island3ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island3innvisited && $island3ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island3innvisited && $island3ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island3innvisited && $island3ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island3storyrecorded>>You've recorded a local story about <<print $island3.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland4">>\
<<if not $island4discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island4.name>></h3></span>
<span class = "gold"><<if $island4visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island4.terrain>>
<<if $island4activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island4.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island4activity == "market1">>There's a <span class = "gold">market</span> on <<print $island4.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island4activity == "market2">>There's a <span class = "gold">market</span> on <<print $island4.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island4activity == "market3">>There's a <span class = "gold">market</span> on <<print $island4.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island4activity == "market4">>There's a <span class = "gold">market</span> on <<print $island4.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island4activity == "market5">>There's a <span class = "gold">market</span> on <<print $island4.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island4activity == "market6">>There's a <span class = "gold">market</span> on <<print $island4.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island4activity == "market7">>There's a <span class = "gold">market</span> on <<print $island4.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island4activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island4activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island4activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island4activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island4" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island4.name>>.
<<elseif $oceanpillarlocation == "Island4" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island4.name>>.
<<elseif $treasurepillarlocation == "Island4" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island4.name>>.
<<else>>\<</if>>\
<<if $island4activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island4.name>>. (Mine status: <<mine1status>>)
<<elseif $island4activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island4.name>>. (Mine status: <<mine2status>>)
<<elseif $island4activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island4.name>>. (Mine status: <<mine3status>>)
<<elseif $island4activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island4.name>>. (Mine status: <<mine4status>>)
<<elseif $island4activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island4activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island4activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island4activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island4activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island4activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island4activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island4activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island4activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island4innvisited && $island4ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island4innvisited && $island4ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island4innvisited && $island4ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island4innvisited && $island4ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island4innvisited && $island4ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island4storyrecorded>>You've recorded a local story about <<print $island4.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland5">>\
<<if not $island5discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island5.name>></h3></span>
<span class = "gold"><<if $island5visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island5.terrain>>
<<if $island5activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island5.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island5activity == "market1">>There's a <span class = "gold">market</span> on <<print $island5.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island5activity == "market2">>There's a <span class = "gold">market</span> on <<print $island5.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island5activity == "market3">>There's a <span class = "gold">market</span> on <<print $island5.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island5activity == "market4">>There's a <span class = "gold">market</span> on <<print $island5.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island5activity == "market5">>There's a <span class = "gold">market</span> on <<print $island5.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island5activity == "market6">>There's a <span class = "gold">market</span> on <<print $island5.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island5activity == "market7">>There's a <span class = "gold">market</span> on <<print $island5.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island5activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island5activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island5activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island5activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island5" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island5.name>>.
<<elseif $oceanpillarlocation == "Island5" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island5.name>>.
<<elseif $treasurepillarlocation == "Island5" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island5.name>>.
<<else>>\<</if>>\
<<if $island5activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island5.name>>. (Mine status: <<mine1status>>)
<<elseif $island5activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island5.name>>. (Mine status: <<mine2status>>)
<<elseif $island5activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island5.name>>. (Mine status: <<mine3status>>)
<<elseif $island5activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island5.name>>. (Mine status: <<mine4status>>)
<<elseif $island5activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island5activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island5activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island5activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island5activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island5activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island5activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island5activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island5activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island5innvisited && $island5ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island5innvisited && $island5ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island5innvisited && $island5ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island5innvisited && $island5ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island5innvisited && $island5ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island5storyrecorded>>You've recorded a local story about <<print $island5.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland6">>\
<<if not $island6discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island6.name>></h3></span>
<span class = "gold"><<if $island6visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island6.terrain>>
<<if $island6activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island6.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island6activity == "market1">>There's a <span class = "gold">market</span> on <<print $island6.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island6activity == "market2">>There's a <span class = "gold">market</span> on <<print $island6.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island6activity == "market3">>There's a <span class = "gold">market</span> on <<print $island6.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island6activity == "market4">>There's a <span class = "gold">market</span> on <<print $island6.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island6activity == "market5">>There's a <span class = "gold">market</span> on <<print $island6.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island6activity == "market6">>There's a <span class = "gold">market</span> on <<print $island6.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island6activity == "market7">>There's a <span class = "gold">market</span> on <<print $island6.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island6activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island6activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island6activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island6activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island6" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island6.name>>.
<<elseif $oceanpillarlocation == "Island6" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island6.name>>.
<<elseif $treasurepillarlocation == "Island6" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island6.name>>.
<<else>>\<</if>>\
<<if $island6activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island6.name>>. (Mine status: <<mine1status>>)
<<elseif $island6activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island6.name>>. (Mine status: <<mine2status>>)
<<elseif $island6activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island6.name>>. (Mine status: <<mine3status>>)
<<elseif $island6activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island6.name>>. (Mine status: <<mine4status>>)
<<elseif $island6activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island6activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island6activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island6activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island6activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island6activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island6activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island6activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island6activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island6innvisited && $island6ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island6innvisited && $island6ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island6innvisited && $island6ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island6innvisited && $island6ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island6innvisited && $island6ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island6storyrecorded>>You've recorded a local story about <<print $island6.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland7">>\
<<if not $island7discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island7.name>></h3></span>
<span class = "gold"><<if $island7visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island7.terrain>>
<<if $island7activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island7.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island7activity == "market1">>There's a <span class = "gold">market</span> on <<print $island7.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island7activity == "market2">>There's a <span class = "gold">market</span> on <<print $island7.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island7activity == "market3">>There's a <span class = "gold">market</span> on <<print $island7.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island7activity == "market4">>There's a <span class = "gold">market</span> on <<print $island7.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island7activity == "market5">>There's a <span class = "gold">market</span> on <<print $island7.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island7activity == "market6">>There's a <span class = "gold">market</span> on <<print $island7.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island7activity == "market7">>There's a <span class = "gold">market</span> on <<print $island7.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island7activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island7activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island7activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island7activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island7" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island7.name>>.
<<elseif $oceanpillarlocation == "Island7" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island7.name>>.
<<elseif $treasurepillarlocation == "Island7" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island7.name>>.
<<else>>\<</if>>\
<<if $island7activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island7.name>>. (Mine status: <<mine1status>>)
<<elseif $island7activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island7.name>>. (Mine status: <<mine2status>>)
<<elseif $island7activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island7.name>>. (Mine status: <<mine3status>>)
<<elseif $island7activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island7.name>>. (Mine status: <<mine4status>>)
<<elseif $island7activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island7activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island7activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island7activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island7activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island7activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island7activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island7activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island7activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island7innvisited && $island7ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island7innvisited && $island7ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island7innvisited && $island7ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island7innvisited && $island7ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island7innvisited && $island7ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island7storyrecorded>>You've recorded a local story about <<print $island7.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland8">>\
<<if not $island8discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island8.name>></h3></span>
<span class = "gold"><<if $island8visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island8.terrain>>
<<if $island8activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island8.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island8activity == "market1">>There's a <span class = "gold">market</span> on <<print $island8.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island8activity == "market2">>There's a <span class = "gold">market</span> on <<print $island8.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island8activity == "market3">>There's a <span class = "gold">market</span> on <<print $island8.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island8activity == "market4">>There's a <span class = "gold">market</span> on <<print $island8.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island8activity == "market5">>There's a <span class = "gold">market</span> on <<print $island8.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island8activity == "market6">>There's a <span class = "gold">market</span> on <<print $island8.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island8activity == "market7">>There's a <span class = "gold">market</span> on <<print $island8.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island8activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island8activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island8activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island8activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island8" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island8.name>>.
<<elseif $oceanpillarlocation == "Island8" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island8.name>>.
<<elseif $treasurepillarlocation == "Island8" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island8.name>>.
<<else>>\<</if>>\
<<if $island8activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island8.name>>. (Mine status: <<mine1status>>)
<<elseif $island8activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island8.name>>. (Mine status: <<mine2status>>)
<<elseif $island8activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island8.name>>. (Mine status: <<mine3status>>)
<<elseif $island8activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island8.name>>. (Mine status: <<mine4status>>)
<<elseif $island8activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island8activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island8activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island8activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island8activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island8activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island8activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island8activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island8activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island8innvisited && $island8ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island8innvisited && $island8ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island8innvisited && $island8ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island8innvisited && $island8ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island8innvisited && $island8ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island8storyrecorded>>You've recorded a local story about <<print $island8.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland9">>\
<<if not $island9discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island9.name>></h3></span>
<span class = "gold"><<if $island9visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island9.terrain>>
<<if $island9activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island9.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island9activity == "market1">>There's a <span class = "gold">market</span> on <<print $island9.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island9activity == "market2">>There's a <span class = "gold">market</span> on <<print $island9.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island9activity == "market3">>There's a <span class = "gold">market</span> on <<print $island9.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island9activity == "market4">>There's a <span class = "gold">market</span> on <<print $island9.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island9activity == "market5">>There's a <span class = "gold">market</span> on <<print $island9.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island9activity == "market6">>There's a <span class = "gold">market</span> on <<print $island9.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island9activity == "market7">>There's a <span class = "gold">market</span> on <<print $island9.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island9activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island9activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island9activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island9activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island9" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island9.name>>.
<<elseif $oceanpillarlocation == "Island9" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island9.name>>.
<<elseif $treasurepillarlocation == "Island9" && $treasurepillardiscovered>>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island9.name>>.
<<else>>\<</if>>\
<<if $island9activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island9.name>>. (Mine status: <<mine1status>>)
<<elseif $island9activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island9.name>>. (Mine status: <<mine2status>>)
<<elseif $island9activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island9.name>>. (Mine status: <<mine3status>>)
<<elseif $island9activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island9.name>>. (Mine status: <<mine4status>>)
<<elseif $island9activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island9activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island9activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island9activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island9activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island9activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island9activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island9activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island9activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island9innvisited && $island9ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island9innvisited && $island9ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island9innvisited && $island9ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island9innvisited && $island9ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island9innvisited && $island9ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island9storyrecorded>>You've recorded a local story about <<print $island9.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland10">>\
<<if not $island10discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island10.name>></h3></span>
<span class = "gold"><<if $island10visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island10.terrain>>
<<if $island10activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island10.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island10activity == "market1">>There's a <span class = "gold">market</span> on <<print $island10.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island10activity == "market2">>There's a <span class = "gold">market</span> on <<print $island10.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island10activity == "market3">>There's a <span class = "gold">market</span> on <<print $island10.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island10activity == "market4">>There's a <span class = "gold">market</span> on <<print $island10.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island10activity == "market5">>There's a <span class = "gold">market</span> on <<print $island10.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island10activity == "market6">>There's a <span class = "gold">market</span> on <<print $island10.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island10activity == "market7">>There's a <span class = "gold">market</span> on <<print $island10.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island10activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island10activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island10activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island10activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island10" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island10.name>>.
<<elseif $oceanpillarlocation == "Island10" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island10.name>>.
<<elseif $treasurepillarlocation == "Island10" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island10.name>>.
<<else>>\<</if>>\
<<if $island10activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island10.name>>. (Mine status: <<mine1status>>)
<<elseif $island10activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island10.name>>. (Mine status: <<mine2status>>)
<<elseif $island10activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island10.name>>. (Mine status: <<mine3status>>)
<<elseif $island10activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island10.name>>. (Mine status: <<mine4status>>)
<<elseif $island10activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island10activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island10activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island10activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island10activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island10activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island10activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island10activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island10activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island10innvisited && $island10ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island10innvisited && $island10ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island10innvisited && $island10ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island10innvisited && $island10ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island10innvisited && $island10ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island10storyrecorded>>You've recorded a local story about <<print $island10.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland11">>\
<<if not $island11discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island11.name>></h3></span>
<span class = "gold"><<if $island11visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island11.terrain>>
<<if $island11activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island11.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island11activity == "market1">>There's a <span class = "gold">market</span> on <<print $island11.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island11activity == "market2">>There's a <span class = "gold">market</span> on <<print $island11.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island11activity == "market3">>There's a <span class = "gold">market</span> on <<print $island11.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island11activity == "market4">>There's a <span class = "gold">market</span> on <<print $island11.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island11activity == "market5">>There's a <span class = "gold">market</span> on <<print $island11.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island11activity == "market6">>There's a <span class = "gold">market</span> on <<print $island11.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island11activity == "market7">>There's a <span class = "gold">market</span> on <<print $island11.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island11activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island11activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island11activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island11activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island11" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island11.name>>.
<<elseif $oceanpillarlocation == "Island11" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island11.name>>.
<<elseif $treasurepillarlocation == "Island11" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island11.name>>.
<<else>>\<</if>>\
<<if $island11activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island11.name>>. (Mine status: <<mine1status>>)
<<elseif $island11activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island11.name>>. (Mine status: <<mine2status>>)
<<elseif $island11activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island11.name>>. (Mine status: <<mine3status>>)
<<elseif $island11activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island11.name>>. (Mine status: <<mine4status>>)
<<elseif $island11activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island11activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island11activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island11activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island11activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island11activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island11activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island11activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island11activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island11innvisited && $island11ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island11innvisited && $island11ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island11innvisited && $island11ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island11innvisited && $island11ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island11innvisited && $island11ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island11storyrecorded>>You've recorded a local story about <<print $island11.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland12">>\
<<if not $island12discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island12.name>></h3></span>
<span class = "gold"><<if $island12visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island12.terrain>>
<<if $island12activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island12.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island12activity == "market1">>There's a <span class = "gold">market</span> on <<print $island12.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island12activity == "market2">>There's a <span class = "gold">market</span> on <<print $island12.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island12activity == "market3">>There's a <span class = "gold">market</span> on <<print $island12.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island12activity == "market4">>There's a <span class = "gold">market</span> on <<print $island12.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island12activity == "market5">>There's a <span class = "gold">market</span> on <<print $island12.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island12activity == "market6">>There's a <span class = "gold">market</span> on <<print $island12.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island12activity == "market7">>There's a <span class = "gold">market</span> on <<print $island12.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island12activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island12activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island12activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island12activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island12" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island12.name>>.
<<elseif $oceanpillarlocation == "Island12" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island12.name>>.
<<elseif $treasurepillarlocation == "Island12" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island12.name>>.
<<else>>\<</if>>\
<<if $island12activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island12.name>>. (Mine status: <<mine1status>>)
<<elseif $island12activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island12.name>>. (Mine status: <<mine2status>>)
<<elseif $island12activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island12.name>>. (Mine status: <<mine3status>>)
<<elseif $island12activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island12.name>>. (Mine status: <<mine4status>>)
<<elseif $island12activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island12activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island12activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island12activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island12activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island12activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island12activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island12activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island12activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island12innvisited && $island12ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island12innvisited && $island12ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island12innvisited && $island12ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island12innvisited && $island12ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island12innvisited && $island12ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island12storyrecorded>>You've recorded a local story about <<print $island12.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland13">>\
<<if not $island13discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island13.name>></h3></span>
<span class = "gold"><<if $island13visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island13.terrain>>
<<if $island13activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island13.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island13activity == "market1">>There's a <span class = "gold">market</span> on <<print $island13.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island13activity == "market2">>There's a <span class = "gold">market</span> on <<print $island13.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island13activity == "market3">>There's a <span class = "gold">market</span> on <<print $island13.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island13activity == "market4">>There's a <span class = "gold">market</span> on <<print $island13.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island13activity == "market5">>There's a <span class = "gold">market</span> on <<print $island13.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island13activity == "market6">>There's a <span class = "gold">market</span> on <<print $island13.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island13activity == "market7">>There's a <span class = "gold">market</span> on <<print $island13.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island13activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island13activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island13activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island13activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island13" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island13.name>>.
<<elseif $oceanpillarlocation == "Island13" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island13.name>>.
<<elseif $treasurepillarlocation == "Island13" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island13.name>>.
<<else>>\<</if>>\
<<if $island13activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island13.name>>. (Mine status: <<mine1status>>)
<<elseif $island13activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island13.name>>. (Mine status: <<mine2status>>)
<<elseif $island13activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island13.name>>. (Mine status: <<mine3status>>)
<<elseif $island13activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island13.name>>. (Mine status: <<mine4status>>)
<<elseif $island13activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island13activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island13activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island13activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island13activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island13activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island13activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island13activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island13activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island13innvisited && $island13ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island13innvisited && $island13ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island13innvisited && $island13ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island13innvisited && $island13ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island13innvisited && $island13ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island13storyrecorded>>You've recorded a local story about <<print $island13.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland14">>\
<<if not $island14discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island14.name>></h3></span>
<span class = "gold"><<if $island14visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island14.terrain>>
<<if $island14activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island14.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island14activity == "market1">>There's a <span class = "gold">market</span> on <<print $island14.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island14activity == "market2">>There's a <span class = "gold">market</span> on <<print $island14.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island14activity == "market3">>There's a <span class = "gold">market</span> on <<print $island14.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island14activity == "market4">>There's a <span class = "gold">market</span> on <<print $island14.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island14activity == "market5">>There's a <span class = "gold">market</span> on <<print $island14.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island14activity == "market6">>There's a <span class = "gold">market</span> on <<print $island14.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island14activity == "market7">>There's a <span class = "gold">market</span> on <<print $island14.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island14activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island14activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island14activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island14activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island14" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island14.name>>.
<<elseif $oceanpillarlocation == "Island14" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island14.name>>.
<<elseif $treasurepillarlocation == "Island14" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island14.name>>.
<<else>>\<</if>>\
<<if $island14activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island14.name>>. (Mine status: <<mine1status>>)
<<elseif $island14activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island14.name>>. (Mine status: <<mine2status>>)
<<elseif $island14activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island14.name>>. (Mine status: <<mine3status>>)
<<elseif $island14activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island14.name>>. (Mine status: <<mine4status>>)
<<elseif $island14activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island14activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island14activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island14activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island14activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island14activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island14activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island14activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island14activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island14innvisited && $island14ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island14innvisited && $island14ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island14innvisited && $island14ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island14innvisited && $island14ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island14innvisited && $island14ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island14storyrecorded>>You've recorded a local story about <<print $island14.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland15">>\
<<if not $island15discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island15.name>></h3></span>
<span class = "gold"><<if $island15visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island15.terrain>>
<<if $island15activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island15.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island15activity == "market1">>There's a <span class = "gold">market</span> on <<print $island15.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island15activity == "market2">>There's a <span class = "gold">market</span> on <<print $island15.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island15activity == "market3">>There's a <span class = "gold">market</span> on <<print $island15.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island15activity == "market4">>There's a <span class = "gold">market</span> on <<print $island15.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island15activity == "market5">>There's a <span class = "gold">market</span> on <<print $island15.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island15activity == "market6">>There's a <span class = "gold">market</span> on <<print $island15.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island15activity == "market7">>There's a <span class = "gold">market</span> on <<print $island15.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island15activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island15activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island15activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island15activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island15" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island15.name>>.
<<elseif $oceanpillarlocation == "Island15" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island15.name>>.
<<elseif $treasurepillarlocation == "Island15" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island15.name>>.
<<else>>\<</if>>\
<<if $island15activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island15.name>>. (Mine status: <<mine1status>>)
<<elseif $island15activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island15.name>>. (Mine status: <<mine2status>>)
<<elseif $island15activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island15.name>>. (Mine status: <<mine3status>>)
<<elseif $island15activity2 == "mine4">>There monster-infested are <span class = "gold">mines</span> on <<print $island15.name>>. (Mine status: <<mine4status>>)
<<elseif $island15activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island15activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island15activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island15activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island15activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island15activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island15activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island15activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island15activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island15innvisited && $island15ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island15innvisited && $island15ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island15innvisited && $island15ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island15innvisited && $island15ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island15innvisited && $island15ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island15storyrecorded>>You've recorded a local story about <<print $island15.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "journalisland16">>\
<<if not $island16discovered>><span class = "heading"><h3>Unknown island</h3></span>
<<else>>\
<span class = "heading"><h3><<print $island16.name>></h3></span>
<span class = "gold"><<if $island16visited>>Visited<<else>>Not yet visited<</if>></span>
Terrain: <<print $island16.terrain>>
<<if $island16activity == "mainmarket">>The most important trading hub in the Archipelago – you can buy almost anything at the <span class = "gold">Great Market</span> on <<print $island16.name>>. It's also home to the <span class = "gold">Academy</span> – a society of scholars, wizards and explorers, who seek knowledge and educate others. The <span class = "gold">Hunters' Guild</span> of the Archipelago also has its seat there.
<<elseif $island16activity == "market1">>There's a <span class = "gold">market</span> on <<print $island16.name>> where you can trade resources and buy basic equipment and supplies. <<if $market1tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: crafting materials)<</if>>
<<elseif $island16activity == "market2">>There's a <span class = "gold">market</span> on <<print $island16.name>> where you can trade resources and buy basic equipment and supplies. <<if $market2tradegoodsvisited>>(goods sold: food supplies, highly demanded goods: luxury items)<</if>>
<<elseif $island16activity == "market3">>There's a <span class = "gold">market</span> on <<print $island16.name>> where you can trade resources and buy basic equipment and supplies. <<if $market3tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: food supplies)<</if>>
<<elseif $island16activity == "market4">>There's a <span class = "gold">market</span> on <<print $island16.name>> where you can trade resources and buy basic equipment and supplies. <<if $market4tradegoodsvisited>>(goods sold: crafting materials, highly demanded goods: luxury items)<</if>>
<<elseif $island16activity == "market5">>There's a <span class = "gold">market</span> on <<print $island16.name>> where you can trade resources and buy basic equipment and supplies. <<if $market5tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: food supplies)<</if>>
<<elseif $island16activity == "market6">>There's a <span class = "gold">market</span> on <<print $island16.name>> where you can trade resources and buy basic equipment and supplies. <<if $market6tradegoodsvisited>>(goods sold: luxury items, highly demanded goods: crafting materials)<</if>>
<<elseif $island16activity == "market7">>There's a <span class = "gold">market</span> on <<print $island16.name>> where you can trade resources and buy basic equipment and supplies. <<if $market7tradegoodsvisited>>(goods sold: $market7goodsold, highly demanded goods: $market7gooddemanded)<</if>>
<<elseif $island16activity == "enchanter">>Home to the <span class = "gold">Enchanter</span>, who makes and sells magic rings and amulets.
<<elseif $island16activity == "witch">>Home to the <span class = "gold">Witch</span>, who brews and sells rare and powerful potions.
<<elseif $island16activity == "collector">>Home to the mysterious <span class = "gold">Collector</span>, lover of arts and rare artefacts.
<<elseif $island16activity == "oldsailor">>Home to the <span class = "gold">Old Sailor</span>, who knows all the stories about pirates and their treasures.
<<else>>\<</if>>\
<<if $dragonpillarlocation == "Island16" && $dragonpillardiscovered>>There's a curious ancient <span class = "gold">pillar of black stone</span> on <<print $island16.name>>.
<<elseif $oceanpillarlocation == "Island16" && $oceanpillardiscovered>>There's a curious ancient <span class = "gold">pillar of white stone</span> on <<print $island16.name>>.
<<elseif $treasurepillarlocation == "Island16" && $treasurepillardiscovered >>There's a curious ancient <span class = "gold">pillar of yellow stone</span> on <<print $island16.name>>.
<<else>>\<</if>>\
<<if $island16activity2 == "mine1">>There are ancient <span class = "gold">mines</span> on <<print $island16.name>>. (Mine status: <<mine1status>>)
<<elseif $island16activity2 == "mine2">>There are recently abandoned <span class = "gold">mines</span> on <<print $island16.name>>. (Mine status: <<mine2status>>)
<<elseif $island16activity2 == "mine3">>There are haunted <span class = "gold">mines</span> on <<print $island16.name>>. (Mine status: <<mine3status>>)
<<elseif $island16activity2 == "mine4">>There are monster-infested <span class = "gold">mines</span> on <<print $island16.name>>. (Mine status: <<mine4status>>)
<<elseif $island16activity2 == "dungeon1">>There's a <span class = "gold">dungeon</span> called <<print $dungeon1.name>> on the island. (Dungeon status: <<dungeon1status>>)
<<elseif $island16activity2 == "dungeon2">>There's a <span class = "gold">dungeon</span> called <<print $dungeon2.name>> on the island. (Dungeon status: <<dungeon2status>>)
<<elseif $island16activity2 == "dungeon3">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon3.name>> on the island. (Dungeon status: <<dungeon3status>>)
<<elseif $island16activity2 == "dungeon4">>There's a <span class = "gold">dangerous dungeon</span> called <<print $dungeon4.name>> on the island. (Dungeon status: <<dungeon4status>>)
<<elseif $island16activity2 == "dungeon5">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon5.name>> on the island. (Dungeon status: <<dungeon5status>>)
<<elseif $island16activity2 == "dungeon6">>There's a <span class = "gold">deadly dungeon</span> called <<print $dungeon6.name>> on the island. (Dungeon status: <<dungeon6status>>)
<<elseif $island16activity2 == "beasts">>There are many wild <span class = "gold">beasts</span> on the island.
<<elseif $island16activity2 == "mindless">>There are many dangerous <span class = "gold">mindless creatures</span> on the island.
<<elseif $island16activity2 == "bandits">>There are many <span class = "gold">bandits</span> on the island.
<</if>>\
<<if $island16innvisited && $island16ally == "mercenaryweak">><span class = "gold">Mercenaries</span> can be hired in the local inn. <<if $mercenaryweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island16innvisited && $island16ally == "mercenarystrong">><span class = "gold">Elite mercenaries</span> can be hired in the local inn. <<if $mercenarystronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island16innvisited && $island16ally == "followerweak">><span class = "gold">Healers</span> can be recruited in the local inn. <<if $followerweakhired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island16innvisited && $island16ally == "followerstrong">><span class = "gold">Mystics</span> can be recruited in the local inn. <<if $followerstronghired>>(currently unavailable)<<else>>(currently available)<</if>>
<<elseif $island16innvisited && $island16ally == "gamblers">>The local inn is a well-known <span class = "gold">gambling den</span>.
<</if>>
<<if $island16storyrecorded>>You've recorded a local story about <<print $island16.story>>
<</if>>\
<</if>>\
<</widget>>
<<widget "treasureobjective">>\
You're searching for the legendary Treasure of the Four Captains. <<if $mappiecesowned < 4>>To find the treasure, you'll need four map pieces which belonged to the Captains.<<else>>You've found the four pieces of the map leading to the treasure. Now you need to travel to the Vault of the Four Captains and face their challenges!<</if>>
<<if $academysailorasked && $oldsailormet != true>>\
A scholar at the Academy told you about a sailor who may still live somewhere in the Archipelago, and supposedly knows a lot about the Treasure of the Four Captains.
<<elseif $oldsailormet & $sailorinfo != true>>\
You've met the Old Sailor who knows a lot about the Treasure of the Four Captains and the fate of the map pieces, but he will only share his knowledge with an experienced adventurer (requires 5 renown).
<<else>><</if>>\
<<if $mappiecesowned < 4>>\
<<if $academymapowned>>\
You obtained Captain Rose's map piece from the Academy on $mainislandname.
<<else>>\
One piece of the map is at the Academy on $mainislandname.
<</if>>\
<<if $dungeonmapowned>>\
You found Captain Bones' map piece in a dungeon called <<if $dungeonmap == "dungeon3">>$dungeon3.name<<else>>$dungeon4.name<</if>>.
<<elseif $sailorinfo>>\
One piece of the map is supposed to be in a dungeon called <<if $dungeonmap == "dungeon3">>$dungeon3.name<<else>>$dungeon4.name<</if>>.
<<else>><</if>>\
<<if $minemapowned>>\
You found Captain Mudd's map piece in an old mine.
<<elseif $sailorinfo>>\
One piece of the map is rumoured to be in a mine on some $minemapterrain island.
<<else>><</if>>\
<<if $flynnmapowned>>\
You recovered a piece of the map owned by the cursed Captain Flynn.
<<elseif $sailorinfo>>\
The traitorous Captain Flynn died at sea while carrying his piece of the map. But some people say he's not really dead, and that he continues his hunt for the remaining pieces...
<<else>><</if>>\
<</if>>\
<</widget>>\
<<widget "weatherobjective">>\
Bizarre and dangerous weather phenomena are happening around the Archipelago. Rumours say they are connected to an ancient flying tower, known as Heavenly Spire. The Spire has collapsed into the ocean ages ago, but now something seems to have awakened its power.
You must discover the location of Heavenly Spire and stop its magic from wreaking havoc in the Archipelago.
<<if $weatherjournalstart>>\
The recent quake happened near an island called $quakeislandname. You should ask the people there about Heavenly Spire.
<</if>>\
<<if $brokencompass == 1>>\
You've obtained a magic compass that should point towards Heavenly Spire, but it's broken. Find a way to repair it.
<</if>>\
<<if $blueprintslocation>>\
An ancient text which describes how to fix the compass can be found in a dungeon called <<if $blueprintsdungeon == "dungeon3">>$dungeon3.name<<elseif $blueprintsdungeon == "dungeon4">>$dungeon4.name<</if>>.
<<elseif $notesonheavenlyspire == 1>>\
You found a dead scholar's notes on Heavenly Spire and an ancient text that could help repair the magic compass inside a dungeon called <<if $blueprintsdungeon == "dungeon3">>$dungeon3.name<<elseif $blueprintsdungeon == "dungeon4">>$dungeon4.name<</if>>.
<</if>>\
<<if $enchanterinfo>>\
A man they call the Enchanter may be able to fix the magic compass for you.
<<elseif $compassrepairrefuse>>\
The Enchanter agreed to help you repair the compass once you've reached 5 renown.
<<elseif $enchanteringredients>>\
The Enchanter will repair the magic compass for you if you bring him the ancient notes from the dungeon, 5000 pieces of silver, and four gemstones – a diamond, a ruby, an emerald and a sapphire.
<<elseif $gatherenergies>>\
The Enchanter fixed the compass mechanically, but it still isn't working. You need magic energy coming from Heavenly Spire to charge it. The Enchanter gave you three magic vials to catch some of the fiery rain, green mist and black snow that have been occurring at sea recently.
<<if $vialfire && $vialsnow && $vialmist>>\
You have gathered all three types of energy. Take them back to the Enchanter.
<<else>>
<<if $vialfire>>\
You have obtained some fiery rain.
<</if>>\
<<if $vialmist>>\
You have obtained some green mist.
<</if>>\
<<if $vialsnow>>\
You have obtained some black snow.
<</if>>\
<</if>>\
<<elseif $magiccompass == 1>>\
The magic compass has been fixed! You can follow its guidance from your Travel Map to reach Heavenly Spire.
<</if>>\
<</widget>>\
<<widget "queenobjective">>\
You have come into possession of a medallion which once belonged to a queen named Valarisa. In ancient times, she destroyed an evil serpent people worshipped as their god. After she died, a servant of that serpent found her tomb and stole the four relics of Valarisa, trapping her soul between the worlds. The Queen asked you to find all the relics and bring them to the tomb, so that she can finally rest in peace.
<<if $daughterfought && $daughterdefeated>>\
You've overcome the final obstacle on your quest! Queen Valarisa's ancient enemy, Daughter of the Serpent God, is dead. You can now return the stolen relics to the Queen's sarcophagus and free her soul!
<<elseif $daughterfought>>\
You found all four of the Queen's relics and brought them to her tomb, only to discover that Valarisa's ancient enemy – Daughter of the Serpent God – is lying in wait there, ready to kill anyone who tries to help the Queen! You must defeat the monstrous hybrid!
<<else>>\
<<if $tomblibrary>>\
You could learn the Queen's tomb location from the books in the Academy library.<<if $studentcharm>> You can access the library once you've become a member of the Academy. A young Academy student with library access could also find the location for you, if you give him a Wisdom Charm.<</if>>
<<elseif $tomblocation>>\
You've learned that Queen Valarisa's tomb is on $tombislandname.
<<else>>\
You must learn where Queen Valarisa's tomb is located.
<</if>>\
<<if $queenacademy>>\
You should visit the Academy on $mainislandname to learn more about Queen Valarisa's relics, and their possible whereabouts.
<</if>>\
<<if $queensmedallion == 1 && $queensharp == 1 && $queenscrown == 1 && $queensring == 1>>\
You have all four of Queen Valarisa's relics.<<if $tomblocation>> You now must take them to the Queen's tomb.<<else>> But you still have to learn the location of the Queen's tomb.<</if>>
<<else>>\
You already have the Queen's Medallion.
<<if $queensharp == 1>>\
You already have the Queen's Harp.
<<elseif $harpmerfolk>>\
Merfolk merchants are offering the Queen's Harp for sale.
<<elseif $relichints>>\
Queen Valarisa's Harp was "thrown into the depths of the ocean" by her enemy.
<<else>>\
You must learn where the Queen's golden harp is, and retrieve it.
<</if>>\
<<if $queenscrown == 1>>\
You already have the Queen's Crown.
<<elseif $relichints>>\
Queen Valarisa's Crown was hidden deep underground on $crownislandname.
<<else>>\
You must learn where the Queen's Crown is, and retrieve it.
<</if>>\
<<if $queensring == 1>>\
You already have the Queen's Ring.
<<elseif $relichints>>\
Queen Valarisa's Ring was hidden on $ringislandname, and a "mighty fire serpent" was left to guard it.
<<if $serpentpetrified != true>>\
You have revived the petrified fire serpent with the Elixir of Life. You now have to defeat it in order to claim Queen Valarisa's Ring!
<<elseif $serpentpetrified && $learnserpent>>\
The fire serpent was turned to stone by a wizard, together with the ring it was guarding.
<<if $elixiroflife == 1>>\
You obtained the Elixir of Life, which can revive the petrified serpent.
<</if>>\
<</if>>\
<<if $findwitch>>\
The Witch could help you revive the Serpent, so that you could get the ring. Find her and convince her to help you.
<<elseif $witchrefuse>>\
The Witch could brew an elixir which would revive the serpent. She'll help you once you've reached 5 renown.
<<elseif $findlivewater && $livewaterfound>>\
You have the vial of Live Water. Take it to the Witch, so that she can brew the Elixir of Life, which will revive the petrified serpent.
<<elseif $findlivewater>>\
The Witch will brew the Elixir of Life, which could revive the serpent, if you bring her some Live Water. You should find some in a dungeon called <<if $livewaterdungeon == "dungeon3">>$dungeon3.name<<elseif $livewaterdungeon == "dungeon4">>$dungeon4.name<</if>>.
<</if>>\
<<else>>\
You must learn where the Queen's Ring is, and retrieve it.
<</if>>\
<</if>>\
<</if>>\
<</widget>>
<<widget "rockcrab">>
<<set setup.rockcrab to {
type:"beast",
maxhp:55,
mindamage:5,
maxdamage:7,
minpowerdamage:13,
maxpowerdamage:16,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:0,
defense:6,
escapediff:5,
dr:4,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:7,
tamediff:10,
tamelevel:1,
bribe:0,
fireresistance:true,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:6,
mincooldown2:4,
evading:true,
evademessage:"The rock crab burrows in the ground to avoid the attack!",
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:"the rock crab",
namecapitalised:"The rock crab",
namefullcaps:"ROCK CRAB",
nameundetermined:"a rock crab",
nulldamagemessage:"but the rock crab's hard shell protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The rock crab rolls over on its back, dead.",
attackallmessages:["The rock crab attacks with pincers", "The rock crab slashes with its sharp pincers", "The rock crab hits you", "The rock crab throws a stone at you"],
attacknormalmessage:["The rock crab attacks with pincers", "The rock crab slashes with its sharp pincers", "The rock crab hits you"],
attackflyingmessage:["The rock crab throws a stone at you"],
cantreachmessage:[],
specialattackmessage:"The crab picks up a huge stone and throws it at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the rock crab",
intromessage:["You are attacked by a giant crab with a rock-like shell.", "A huge crab appears, angrily clicking its pincers!"],
codexdiff:1,
silver:0,
exp:200,
}>>
<</widget>><div class = "popup">These giant crustaceans only inhabit rocky areas, where they can easily camouflage themselves thanks to their extremely hard, stone-like shells. They prefer areas with lots of huge boulders, among which they're especially difficult to spot. They can burrow in the ground with ease. When disturbed, they attack with their pincers or throw rocks at the enemy.
Enemy type: beast
Max. HP: 55
Defence: 6
Magic defence: 6
Damage reduction: 4
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">FIRE RESISTANCE:</span> Rock crab only takes 50% of fire damage and is immune to burn.
<span class = "heading">LIGHTNING RESISTANCE:</span> Rock crab only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> Rock crab has a 50% chance of resisting stun.</div>
<a class="link-internal ui-close">Close</a><<widget "allyrockcrab">>
<<set setup.allyrockcrab to {
type:"beast",
name:"the tamed rock crab",
namecapitalised:"The tamed rock crab",
nameshort:"rock crab",
hasreach:true,
attackbonus:1,
specialattackbonus:2,
maxcooldown:5,
mincooldown:3,
mindamage:5,
maxdamage:7,
minpowerdamage:13,
maxpowerdamage:16,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed rock crab attacks $enemy.name with pincers", "The tamed rock crab slashes $enemy.name with its sharp pincers", "The tamed rock crab hits $enemy.name", "The tamed rock crab throws a stone at $enemy.name"],
attacknormalmessage:["The tamed rock crab attacks $enemy.name with pincers", "The tamed rock crab slashes $enemy.name with its sharp pincers", "The tamed rock crab hits $enemy.name"],
attackflyingmessage:["The tamed rock crab throws a stone at $enemy.name"],
specialattackmessage:"The tamed crab picks up a huge stone and throws it at $enemy.name",
specialattack2message:"The tamed crab picks up a huge stone and throws it at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "snowlion">>
<<set setup.snowlion to {
type:"beast",
maxhp:50,
mindamage:5,
maxdamage:10,
minpowerdamage:10,
maxpowerdamage:19,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:2,
specialattack2bonus:0,
defense:7,
escapediff:7,
dr:2,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:8,
tamediff:11,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:3,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:7,
mincooldown2:5,
evading:true,
evademessage:"The snow lion jumped back to avoid the attack!",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:true,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the snow lion",
namecapitalised:"The snow lion",
namefullcaps:"SNOW LION",
nameundetermined:"a snow lion",
nulldamagemessage:"but the snow lion's thick fur protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The snow lion falls down dead.",
attackallmessages:["The snow lion attacks with its claws", "The snow lion pounces at you", "The snow lion claws at you", "The snow lion bites you"],
attacknormalmessage:["The snow lion attacks with its claws", "The snow lion pounces at you", "The snow lion claws at you", "The snow lion bites you"],
attackflyingmessage:[],
cantreachmessage:["The snow lion roars angrily, but can't reach you!"],
specialattackmessage:"The lion gives out a great roar and charges at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the snow lion",
intromessage:["You are attacked by a snow-white lion.", "A snow-white lion pounces at you, roaring!"],
codexdiff:1,
silver:0,
exp:200,
}>>
<</widget>><div class = "popup">Snow lions only inhabit very cold areas. Their thick white fur keeps them warm even in a blizzard. They have no mane, but a single stripe of blueish fur that runs down the middle of their back. Snow lions are dangerous predators who prefer to ambush their prey. They like hunting in areas with cliffs and crevices, where the prey has limited escape routes.
Enemy type: beast
Max. HP: 50
Defence: 7
Magic defence: 6
Damage reduction: 2
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">FURY:</span> When snow lion's HP falls below 25%, it flies into a destructive rage; all damage it deals is doubled.
<span class = "heading">FORTIFY:</span> Snow lion can fortify itself.</div>
<a class="link-internal ui-close">Close</a><<widget "allysnowlion">>
<<set setup.allysnowlion to {
type:"beast",
name:"the tamed snow lion",
namecapitalised:"The tamed snow lion",
nameshort:"snow lion",
hasreach:false,
attackbonus:3,
specialattackbonus:2,
maxcooldown:6,
mincooldown:4,
mindamage:5,
maxdamage:10,
minpowerdamage:10,
maxpowerdamage:19,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:true,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:true,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:2,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed snow lion attacks $enemy.name with its claws", "The tamed snow lion pounces at $enemy.name", "The tamed snow lion claws at $enemy.name", "The tamed snow lion bites $enemy.name"],
attacknormalmessage:["The tamed snow lion attacks $enemy.name with its claws", "The tamed snow lion pounces at $enemy.name", "The tamed snow lion claws at $enemy.name", "The tamed snow lion bites $enemy.name"],
attackflyingmessage:[],
specialattackmessage:"The tamed lion gives out a great roar and charges at $enemy.name",
specialattack2message:"The tamed lion gives out a great roar and charges at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "bloodboar">>
<<set setup.bloodboar to {
type:"beast",
maxhp:45,
mindamage:3,
maxdamage:10,
minpowerdamage:7,
maxpowerdamage:15,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:3,
specialattack2bonus:0,
defense:6,
escapediff:6,
dr:2,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:7,
tamediff:9,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:3,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:7,
mincooldown:4,
maxcooldown2:6,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"the blood boar",
namecapitalised:"The blood boar",
namefullcaps:"BLOOD BOAR",
nameundetermined:"a blood boar",
nulldamagemessage:"but the boar's thick hide protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The mortally wounded blood boar screeches in pain, then falls down dead.",
attackallmessages:["The blood boar attacks with its tusks", "The blood boar slashes with its tusks", "The blood boar attacks recklessly"],
attacknormalmessage:["The blood boar attacks with its tusks", "The blood boar slashes with its tusks", "The blood boar attacks recklessly"],
attackflyingmessage:[""],
cantreachmessage:["The blood boar huffs angrily, but can't reach you!"],
specialattackmessage:"The blood boar lowers its head and charges at you",
specialattack2message:"The blood boar raises its bristles and huffs angrily",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the blood boar",
intromessage:["You are attacked by a large boar with reddish bristles.", "A huge boar runs towards you, grunting angrily!"],
codexdiff:1,
silver:0,
exp:150,
}>>
<</widget>><div class = "popup">These large black boars with long reddish bristles on the back are only found in deep, old forests. They are omnivorous and spend most of their time digging in the ground, looking for food. They'll eat almost anything, but their favourite food is beechnuts. They're short-tempered and will charge without hesitation if disturbed, attacking with their long tusks. Dark wolves desperate for food sometimes hunt blood boars, but in fights between the beasts, the predator ends up dead just as often as the prey.
Enemy type: beast
Max. HP: 45
Defence: 6
Magic defence: 5
Damage reduction: 2
<span class = "heading">FURY:</span> When blood boar's HP falls below 25%, it flies into a destructive rage; all damage it deals is doubled.
<span class = "heading">STUN RESISTANCE:</span> Blood boar has a 50% chance of resisting stun.
<span class = "heading">FORTIFY:</span> Blood boar can fortify itself.</div>
<a class="link-internal ui-close">Close</a><<widget "allybloodboar">>
<<set setup.allybloodboar to {
type:"beast",
name:"the tamed blood boar",
namecapitalised:"The tamed blood boar",
nameshort:"blood boar",
hasreach:false,
attackbonus:1,
specialattackbonus:3,
maxcooldown:7,
mincooldown:3,
mindamage:3,
maxdamage:10,
minpowerdamage:7,
maxpowerdamage:15,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:true,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:2,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed blood boar attacks $enemy.name with its tusks", "The tamed blood boar slashes $enemy.name with its tusks", "The tamed blood boar recklessly attacks $enemy.name"],
attacknormalmessage:["The tamed blood boar attacks $enemy.name with its tusks", "The tamed blood boar slashes $enemy.name with its tusks", "The tamed blood boar recklessly attacks $enemy.name"],
attackflyingmessage:[],
specialattackmessage:"The tamed blood boar lowers its head and charges at $enemy.name",
specialattack2message:"The tamed blood boar raises its bristles and huffs angrily",
unhiremessage:"",
chat:"",
}>>
<</widget>><i>This axe's head seems to be made of liquid metal that keeps swirling and flowing, changing shape as the warrior swings the weapon.</i>
A legendary melee weapon. Deals 6-10 points of damage.
When Quicksilver Axe is the active weapon, there's a chance that using melee techniques won't put them on cooldown. The chance is 1 in 2 for Power Attack, 1 in 3 for Stun and 1 in 4 for Finishing Strike.
<a class="link-internal ui-close">Close</a><<widget "rotroot">>
<<set setup.rotroot to {
type:"mindless",
maxhp:45,
mindamage:3,
maxdamage:6,
minpowerdamage:7,
maxpowerdamage:12,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
minpowerdamage2:0,
maxpowerdamage2:0,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:3,
defense:5,
escapediff:5,
dr:2,
drignore:0,
magicdefense:3,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
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:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:5,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:4,
maxcooldown:7,
mincooldown:5,
maxcooldown2:5,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the rotroot",
namecapitalised:"The rotroot",
namefullcaps:"ROTROOT",
nameundetermined:"a rotroot",
nulldamagemessage:"but the rotroot's hard \"bark\" absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The rotroot falls into pieces, releasing a horrible stench.",
attackallmessages:["The rotroot swings its branches", "The rotroot thrashes at you", "The rotroot attacks with its appendages"],
attacknormalmessage:["The rotroot swings its branches", "The rotroot thrashes at you", "The rotroot attacks with its appendages"],
attackflyingmessage:[],
cantreachmessage:["The rotroot swings its branches, but can't reach you."],
specialattackmessage:"The rotroot swings its branches in a flurry of blows",
specialattack2message:"The rotroot belches out a toxic cloud",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the primitive life force of the rotroot",
intromessage:["You're attacked by a strange creature resembling a tree stump.", "You see a tree stump – but it's moving and trying to hit you with its branches!"],
codexdiff:1,
silver:0,
exp:150,
}>>
<</widget>><div class = "popup">This strange creature looks like a rotting tree stump when it sits motionless, but as soon as it starts moving, its true nature is revealed. Rotroots are hungry monsters that mindlessly attack any warm-blooded creature, thrashing with their branch-like "arms". They have a gaping mouth located on the top of their "trunk" and root-like "legs" they use to crawl around. Luckily, these disgusting creatures only inhabit swampy areas.
Enemy type: mindless
Max. HP: 45
Defence: 5
Magic defence: 3
Damage reduction: 2
<span class = "heading">STUN IMMUNITY:</span> Rotroot cannot be stunned.
<span class = "heading">POISON:</span> Rotroot's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "razorbeak">>
<<set setup.razorbeak to {
type:"beast",
maxhp:40,
mindamage:7,
maxdamage:9,
minpowerdamage:9,
maxpowerdamage:15,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:0,
defense:6,
escapediff:7,
dr:2,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:6,
tamediff:8,
tamelevel:1,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:7,
mincooldown:5,
maxcooldown2:5,
mincooldown2:3,
evading:true,
evademessage:"The razorbeak dashed to the side to avoid the attack!",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the razorbeak",
namecapitalised:"The razorbeak",
namefullcaps:"RAZORBEAK ",
nameundetermined:"a razorbeak",
nulldamagemessage:"but the razorbeak's feathers protect it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The razorbeak collapses, dead.",
attackallmessages:["The razorbeak kicks you", "The razorbeak bites you", "The razorbeak attacks with its clawed feet"],
attacknormalmessage:["The razorbeak kicks you", "The razorbeak bites you", "The razorbeak attacks with its clawed feet"],
attackflyingmessage:[],
cantreachmessage:["The razorbeak caws angrily, but can't reach you!"],
specialattackmessage:"The razorbeak charges at you",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of the razorbeak",
intromessage:["You are attacked by a sharp-beaked flightless bird!", "A flightless bird, taller than you, charges at you!"],
codexdiff:1,
silver:0,
exp:150,
}>>
<</widget>><div class = "popup">Razorbeaks are giant flightless birds, taller than an average human. They have soft brown feathers and colourful bone plates on their heads, not unlike helmets. Razorbeaks are carnivorous; they only inhabit grassy islands, where they hunt various animals. They are excellent long-distance runners, but have trouble running on hilly terrain, which is why they prefer flat areas. These birds attack by kicking with their powerful legs or biting with their large beaks.
Enemy type: beast
Max. HP: 40
Defence: 6
Magic defence: 6
Damage reduction: 2
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">STUN:</span> Razorbeak's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "allyrazorbeak">>
<<set setup.allyrazorbeak to {
type:"beast",
name:"the tamed razorbeak",
namecapitalised:"The tamed razorbeak",
nameshort:"razorbeak",
hasreach:false,
attackbonus:2,
specialattackbonus:3,
maxcooldown:7,
mincooldown:3,
mindamage:7,
maxdamage:9,
minpowerdamage:9,
maxpowerdamage:15,
minpowerdamage2:9,
maxpowerdamage2:15,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:true,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed razorbeak kicks $enemy.name", "The tamed razorbeak bites $enemy.name", "The tamed razorbeak attacks $enemy.name with its clawed feet"],
attacknormalmessage:["The tamed razorbeak kicks $enemy.name", "The tamed razorbeak bites $enemy.name", "The tamed razorbeak attacks $enemy.name with its clawed feet"],
attackflyingmessage:[],
specialattackmessage:"The tamed razorbeak charges at $enemy.name",
specialattack2message:"The tamed razorbeak charges at $enemy.name",
unhiremessage:"",
chat:"",
}>>
<</widget>><<widget "magman">>
<<set setup.magman to {
type:"mindless",
maxhp:65,
mindamage:4,
maxdamage:8,
minpowerdamage:4,
maxpowerdamage:8,
minpowerdamage2:12,
maxpowerdamage2:16,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"fire",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:true,
volleyshots:5,
alternatingspecials:false,
special2damaging:true,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:1,
specialattack2bonus:4,
defense:6,
escapediff:6,
dr:4,
drignore:0,
magicdefense:8,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:3,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:3,
maxburndamage:6,
poisondamage:0,
maxcooldown:8,
mincooldown:5,
maxcooldown2:7,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"burn1",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:true,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the magman",
namecapitalised:"The magman",
namefullcaps:"MAGMAN",
nameundetermined:"a magman",
nulldamagemessage:"but the magman's basalt shell absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The magman solidifies and stops moving, then breaks into pieces.",
attackallmessages:["The magman punches you with its fiery fists", "The magman punches you", "The magman shoots pieces of flaming rock at you", "The magman shoots lava at you"],
attacknormalmessage:["The magman punches you with its fiery fists", "The magman punches you"],
attackflyingmessage:["The magman shoots pieces of flaming rock at you", "The magman shoots lava at you"],
cantreachmessage:[],
specialattackmessage:"The magman shoots $enemy.volleyshots flaming rock shards<<if $enemyvolleyhits == 0>><<else>>. $enemyvolleyhits of them <<if $enemyvolleyhits == 1>>hits<<else>>hit<</if>> you<</if>>",
specialattack2message:"The magman shoots a cone of fire from his hands",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the elemental energy of the magman",
intromessage:["You're attacked by a vaguely human-shaped creature made of magma!", "A red-hot creature made of rock and lava attacks you!"],
codexdiff:1,
silver:0,
exp:400,
}>>
<</widget>><div class = "popup">Strange creatures born from fiery elemental power, magmen can only be found in active volcanic areas. They are vaguely human-shaped, but made of glowing, hot magma which pulses under their cracked basalt outer shells. They move slowly, leaving a trail of molten rock behind and setting fire to anything flammable in the vicinity.
Enemy type: mindless
Max. HP: 65
Defence: 6
Magic defence: 8
Damage reduction: 4
<span class = "heading">VOLLEY:</span> Magman's special attack is a volley of shots;
each shot's chance to hit and damage are calculated separately.
<span class = "heading">FIRE RESISTANCE:</span> Magman only takes 50% of fire damage and is immune to burn.
<span class = "heading">STUN RESISTANCE:</span> Magman has a 50% chance of resisting stun.
<span class = "heading">BURN:</span> Magman's attacks may set the opponent on fire.</div>
<a class="link-internal ui-close">Close</a>A shiny piece of obsidian with white
crystal intrusions, the size of a fist.
It comes from a magman's chest.
<a class="link-internal ui-close">Close</a><<widget "sandfiend">>
<<set setup.sandfiend to {
type:"mindless",
maxhp:75,
mindamage:3,
maxdamage:10,
minpowerdamage:8,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:3,
defense:7,
escapediff:5,
dr:3,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:false,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:3,
weakenduration:3,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
maxcooldown:7,
mincooldown:5,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"poison1",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the sand fiend",
namecapitalised:"The sand fiend",
namefullcaps:"SAND FIEND",
nameundetermined:"a sand fiend",
nulldamagemessage:"but the sand fiend's tough hide absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The sand fiend emits a hideous shriek. Its tentacles go limp and its maw stops moving.",
attackallmessages:["The sand fiend lashes with a tentacle", "The sand fiend attacks with a tentacle", "The sand fiend shoots poisonous barbs at you", "The sand fiend shoots a barb from its tentacle"],
attacknormalmessage:["The sand fiend lashes with a tentacle", "The sand fiend attacks with a tentacle"],
attackflyingmessage:["The sand fiend shoots poisonous barbs at you", "The sand fiend shoots a barb from its tentacle"],
cantreachmessage:["The sand fiend thrashes about with its tentacles, but can't reach you!"],
specialattackmessage:"The sand fiend furiously thrashes about with its tentacles",
specialattack2message:"The sand fiend opens its maw and releases a horrible stench",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the sand fiend",
intromessage:["A tentacled monster, half-buried in the sand, attacks you!", "You're attacked by a strange, tentacled creature hiding in a sand pit!"],
codexdiff:1,
silver:0,
exp:400,
}>>
<</widget>><div class = "popup">Sand fiends are hungry abominations which spend their entire lives waiting for prey at the bottom of sand pits their dig. Their bodies stay buried in the sand, with just the gaping maw, filled with rows of crystal teeth, visible. They have four long, barbed tentacles; the barbs are poisoned and can be shot like projectiles at unsuspecting victims who think they're out of the monster's range.
Enemy type: mindless
Max. HP: 75
Defence: 7
Magic defence: 6
Damage reduction: 3
<span class = "heading">LIGHTNING RESISTANCE:</span> Sand fiend only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> Sand fiend has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> Sand fiend's attacks may stun the opponent.
<span class = "heading">POISON:</span> Sand fiend's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Sand fiend's attacks may weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>A sand fiend's tooth, made of a substance
which looks like milky crystal.
<a class="link-internal ui-close">Close</a><<widget "featheredserpent">>
<<set setup.featheredserpent to {
type:"beast",
maxhp:75,
mindamage:5,
maxdamage:10,
minpowerdamage:14,
maxpowerdamage:17,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:3,
healmin:20,
healmax:30,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:2,
defense:7,
escapediff:7,
dr:2,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:9,
tamediff:11,
tamelevel:2,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:2,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:7,
mincooldown2:5,
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:true,
special2fortify:false,
specialplayeraction:"",
name:"the feathered serpent",
namecapitalised:"The feathered serpent",
namefullcaps:"FEATHERED SERPENT",
nameundetermined:"a feathered serpent",
nulldamagemessage:"but the serpent's feathers protect it from damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The feathered serpent screams and falls to the ground, dead.",
attackallmessages:["The feathered serpent snaps its teeth at you", "The feathered serpent makes a fly-by attack", "The feathered serpent bites you"],
attacknormalmessage:["The feathered serpent snaps its teeth at you", "The feathered serpent makes a fly-by attack", "The feathered serpent bites you"],
attackflyingmessage:["The feathered serpent snaps its teeth at you", "The feathered serpent makes a fly-by attack", "The feathered serpent bites you"],
cantreachmessage:[],
specialattackmessage:"The feathered serpent hits you with its powerful tail",
specialattack2message:"The serpent glares at you, its eyes glowing blue",
healmessage:"The serpent's rainbow feathers glow as it emits a melodious call",
devourmessage:"",
playerdrainmessage:"the life energy of the feathered serpent",
intromessage:["A feathered serpent flies down from the treetops and attacks you!", "You are attacked by a flying, feathered serpent!"],
codexdiff:1,
silver:0,
exp:400,
}>>
<</widget>><div class = "popup">Travellers who explored the wildest jungles of the Archipelago tell strange stories about flying serpents, covered with rainbow feathers, which only live in deep rainforests. Local tribes believe them to be descendants of jungle gods and treat feathers dropped by them like magic charms, but they never hunt the serpents; they fear divine retribution and the serpents' paralysing gaze.
Enemy type: beast
Max. HP: 75
Defence: 7
Magic defence: 7
Damage reduction: 2
<span class = "heading">FLYING:</span> Feathered serpent can fly.
<span class = "heading">STUN RESISTANCE:</span> Feathered serpent has a 50% chance of resisting stun.
<span class = "heading">HEAL (3):</span> Can restore part of its HP three times per combat.
<span class = "heading">STUN:</span> Feathered serpent's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "allyfeatheredserpent">>
<<set setup.allyfeatheredserpent to {
type:"beast",
name:"the tamed feathered serpent",
namecapitalised:"The tamed feathered serpent",
nameshort:"feathered serpent",
hasreach:true,
attackbonus:2,
specialattackbonus:3,
maxcooldown:6,
mincooldown:4,
mindamage:5,
maxdamage:10,
minpowerdamage:14,
maxpowerdamage:17,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:true,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:2,
weakenduration:0,
fortifyduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["The tamed feathered serpent snaps its teeth at $enemy.name", "The tamed feathered serpent makes a fly-by attack", "The tamed feathered serpent bites $enemy.name"],
attacknormalmessage:["The tamed feathered serpent snaps its teeth at $enemy.name", "The tamed feathered serpent makes a fly-by attack", "The tamed feathered serpent bites $enemy.name"],
attackflyingmessage:["The tamed feathered serpent snaps its teeth at $enemy.name", "The tamed feathered serpent makes a fly-by attack", "The tamed feathered serpent bites $enemy.name"],
specialattackmessage:"The tamed feathered serpent hits $enemy.name with its powerful tail",
specialattack2message:"The tamed serpent glares at $enemy.name, its eyes glowing blue",
unhiremessage:"",
chat:"",
}>>
<</widget>>A long, opalescent tail feather of a flying serpent.
<a class="link-internal ui-close">Close</a><<set $exploreenemies to [setup.bandit, setup.bandithunter, setup.giantrat, setup.banditbrute, setup.renegademage, setup.darkwolf, setup.troll, setup.assassin, setup.necromancer]>>\
<<set $enemy to $exploreenemies.random()>>\
<<goto "explorecombat2">>
<<set _treasure to random(1,4)>>\
You lean over the puddle and notice its strange colour comes from minerals deposited around its edge. The puddle must be fed by some underground spring, which causes the rippling of the water and supplies the minerals.
As you examine the puddle, you realise the glint in the water comes from <<if _treasure == 1>><<set $luxuryitems += 1>><<print setup.luxury.random()>>. <span class = "gold">You gained a luxury item!</span><<elseif _treasure == 2>><<set $bottledmist += 1>>a crystal vial, which you pull out. <span class = "gold">You gained a vial of Bottled Mist!</span><<elseif _treasure == 3>><<set $bottledexplosion += 1>>a crystal vial, which you pull out. <span class = "gold">You gained a vial of Bottled Explosion!</span><<elseif _treasure == 4>><<set $blessedointment += 1>>a crystal vial, which you pull out. <span class = "gold">You gained a vial of Blessed Ointment!</span><</if>>
<<link [[Return to town|$currentisland]]>><<unset $puddle, $danger>><</link>>As you lean over the <<if $puddle == 1>>red<<elseif $puddle == 2>>blue<<else>>green<</if>> puddle, the water churns violently... and then grows arm-like appendages and attacks you! You realise it's not a puddle, but a gelatinous monster you disturbed!
<<if $puddle == 1>>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.firejelly>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><<unset $puddle, $danger>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.firejelly>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><<unset $puddle, $danger>><</link>><</if>>\
<<elseif $puddle == 2>>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.lightningjelly>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><<unset $puddle, $danger>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.lightning>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><<unset $puddle, $danger>><</link>><</if>>\
<<else>>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.toxicjelly>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><<unset $puddle, $danger>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.toxicjelly>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><<unset $puddle, $danger>><</link>><</if>>\
<</if>><<run $exploreunique.delete("blackpearlland")>><<set $blackpearlisland to $currentislandname>>\
You're wandering along the shore of $currentislandname when you notice a strange man, sitting on a tree trunk cast ashore.
The man has brownish skin and long white hair and beard. He's wearing simple linen clothing and no shoes. When he notices you, he stands up and starts walking towards you in a peculiar way: carefully making every step and spreading his arms as if to balance himself.
"Welcome, traveller," he greets you with a smile. "Excuse me, but do you have any earth-gems? My wife dreams about having an earth-gem, so I promised to bring her one. I've visited many places, but still haven't found what I'm looking for... Even when I meet people who <i>do</i> have gems, they only want to sell them to me for silver, and I have none. In fact, I only have the clothes on my back, and a wife, who must be worried by now!"
He laughs heartily.
"So, tell me, traveller: do you have any earth-gems? Would you be generous enough to give me one? Red, blue, green, colourless – any will do!"
<<if $diamond == 0 && $ruby == 0 && $sapphire == 0 && $emerald == 0>>\
When the man hears you don't have any gems, he sighs.
"Oh well, it was worth asking. I'll continue looking. I still haven't visited the town on this island. Maybe I'll have some luck there. Farewell, traveller!
<</if>>\
<<if $diamond >= 1>>\
<<link [[Give the man a diamond|givediamond]]>><<set $diamond -= 1>><<run $uniquetravelevents.push("blackpearlsea")>><</link>>
<</if>>\
<<if $emerald >= 1>>\
<<link [[Give the man an emerald|giveemerald]]>><<set $emerald -= 1>><<run $uniquetravelevents.push("blackpearlsea")>><</link>>
<</if>>\
<<if $ruby >= 1>>\
<<link [[Give the man a ruby|giveruby]]>><<set $ruby -= 1>><<run $uniquetravelevents.push("blackpearlsea")>><</link>>
<</if>>\
<<if $sapphire >= 1>>\
<<link [[Give the man a sapphire|givesapphire]]>><<set $sapphire -= 1>><<run $uniquetravelevents.push("blackpearlsea")>><</link>>
<</if>>\
[[Return to town|$currentisland]]The man takes the diamond you gave him and looks through it – at the sun, the sea and, finally, at you.
"A thousand thank yous, my friend!" he exclaims. "A beautiful gem, as clear as the air. Must be worth a small fortune. I'm amazed and humbled by your generosity. I can return home now, with this gift for my dear wife. I cannot give you anything but my blessing in return, but maybe one day we'll met again and I'll be able to repay you!"
He bows his head and walks away, towards the ocean.
[[Return to town|$currentisland]]The man takes the emerald you gave him and looks through it – at the sun, the sea and, finally, at you.
"A thousand thank yous, my friend!" he exclaims. "A beautiful gem, as green as a young kelp forest. Must be worth a small fortune. I'm amazed and humbled by your generosity. I can return home now, with this gift for my dear wife. I cannot give you anything but my blessing in return, but maybe one day we'll met again and I'll be able to repay you!"
He bows his head and walks away, towards the ocean.
[[Return to town|$currentisland]]The man takes the ruby you gave him and looks through it – at the sun, the sea and, finally, at you.
"A thousand thank yous, my friend!" he exclaims. "A beautiful gem, as red as coral. Must be worth a small fortune. I'm amazed and humbled by your generosity. I can return home now, with this gift for my dear wife. I cannot give you anything but my blessing in return, but maybe one day we'll met again and I'll be able to repay you!"
He bows his head and walks away, towards the ocean.
[[Return to town|$currentisland]]The man takes the sapphire you gave him and looks through it – at the sun, the sea and, finally, at you.
"A thousand thank yous, my friend!" he exclaims. "A beautiful gem, as blue as the deep ocean. Must be worth a small fortune. I'm amazed and humbled by your generosity. I can return home now, with this gift for my dear wife. I cannot give you anything but my blessing in return, but maybe one day we'll met again and I'll be able to repay you!"
He bows his head and walks away, towards the ocean.
[[Return to town|$currentisland]]<<set $blackpearl += 1>><<run $uniquetravelevents.delete("blackpearlsea")>>\
You're sailing the open seas in your boat, making use of favourable winds. On the final day of your journey you spot a shadow in the water. Some sea creature is following you, and gaining on you.
At first, you only see a tail fin breaking the surface; then, a merfolk man emerges from the ocean right next to your boat. To your surprise, you recognise his face: it's the man you gave an "earth-gem" for his wife back on $blackpearlisland.
The merfolk smiles at you.
"We finally meet again, my friend!", he exclaims. "I had the feeling it's going to be you this time. I have to properly thank you for helping me out. I was in a pinch back then; the tail-to-legs potion I bought from our shaman was wearing out and if it weren't for you, I wouldn't have gotten an earth-gem for my dearest wife. She loved it, by the way. As for me – I still think the pearls of the ocean are the most beautiful. That's why I made this for you. Added some good merfolk magic, too. May it help you on your journeys!"
The merfolk gives you an amulet.
<span class = "gold">You received Black pearl!</span>
"Farewell, and good winds to you!" says the merfolk before disappearing back into the ocean.
<<link [[Travel to your destination|$destination]]>><<unset $blackpearlisland>><</link>>You set sail and cross the open seas.
You're nearing the island of your destination when you notice a winged shadow flying towards you. You hear an angry screech and realise it's a harpy, armed with a bow and preparing to attack you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.harpy>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "travelescaped">><<set $winroom to "travelwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.harpy>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "travelwin">><<set $playermessage to "">><</link>><</if>>\Having dealt with the enemy, you can safely continue your journey.
[[Travel to your destination|$destination]]You escape and use favourable winds to leave your enemy far behind.
[[Travel to your destination|$destination]]<<set $treasurepillardiscovered to true>><<set $nopillardesc to true>>\
You set off to explore the wilderness of $currentislandname.
You wander for many hours and are on the verge of returning to town when you make a discovery. <<randomplace>> you spot a tall pillar of yellow stone.
[[Examine the pillar|treasurepillar]] <<set $dragonpillardiscovered to true>>\
You set off to explore the wilderness of $currentislandname.
You wander for many hours and are on the verge of returning to town when you make a discovery. <<randomplace>> you spot a tall pillar of black stone.
[[Continue|dragonpillar]] <<set $oceanpillardiscovered to true>>\
You set off to explore the wilderness of $currentislandname.
You wander for many hours and are on the verge of returning to town when you make a discovery. <<randomplace>> you spot a tall pillar of white stone.
[[Continue|oceanpillar]] <<set _ship to random(1,6)>><<set _ship += Math.floor($fortune/2)>>\
You're sailing the open seas when you spot a two-masted ship in the distance. Its sails are hanging in tatters and you see no sign of crew on the deck. The ship seems to be drifting, abandoned.
<<if _ship == 1>>\
[[Examine the abandoned ship|shipgas]]
<<elseif _ship < 3>>\
[[Examine the abandoned ship|shipdrownedone]]
<<elseif _ship < 6>>\
[[Examine the abandoned ship|shipsupplieswater]]
<<else>>\
<<link [[Examine the abandoned ship|shipsupplies]]>><<set $cargo to random(1,3)>><<if $cargo == 1>><<set $foodsupplies += 1>><<elseif $cargo == 2>><<set $craftingmaterials += 1>><<else>><<set $luxuryitems += 1>><</if>><</link>>
<</if>>\
[[Travel to your destination|$destination]]As you sail closer, you notice the ship's hull is undamaged. You still can't see any sign of the crew.
You tie your boat to the larger vessel and climb onboard the abandoned ship.
There's no one on the deck, nor in any of the cabins, nor in the cargo hold, which is full of empty crates and barrels. It's as if the sailors all disappeared from the ship by magic.
While searching the hold, you find <<if $cargo == 1>>some smoked meat in one of the crates.
<span class = "gold">Food supplies received!</span><<elseif $cargo == 2>>some sturdy woodworking tools in one of the crates.
<span class = "gold">Crafting materials received!</span><<else>><<print setup.luxury.random()>> in one of the crates.
<span class = "gold">Luxury item received!</span><</if>>
You return to your boat and soon leave the abandoned vessel behind.
<<link [[Travel to your destination|$destination]]>><<unset $cargo>><</link>>As you sail closer, you notice the ship is damaged and leaning to one side. It doesn't appear to be about to sink soon, though.
You tie your boat to the larger vessel and climb onboard the abandoned ship.
There's no one on the deck and you spot signs of storm damage everywhere. Then you hear a strange, gurgling noise coming from below the deck.
[[Return to your boat|leaveship]]
[[Go below deck|shipfight]]<<if $ring != "Purifying Ring">><<set $damage to Math.floor($playerhp/2)>><<set $playerhp -= $damage>><</if>>\
As you sail closer, you notice the ship's hull is undamaged. You still can't see any sign of the crew.
You tie your boat to the larger vessel and climb onboard the abandoned ship.
There's no one on the deck, so you decide to examine the cargo hold.
As you go below the deck, a horrible stench hits you; the smell of decay mixed with something oily and vitriolic. The air in the hold is toxic!
<<if $ring == "Purifying Ring">>\
Luckily, your Purifying Ring protects you from the poison! You run out of the hold and quickly return to your boat. You set sail and soon leave the accursed ship behind.
<<else>>\
Tears well up in your eyes. You feel nauseous and shiver as you stumble out of the hold.
<<if $damage > 0>>\
<span class = "gold">You lose $damage HP!</span>
<</if>>\
Weak and shaken, you manage to get back on your boat and untie it from the ship. You breathe fresh air, which immediately makes you feel better. Soon, you leave the accursed ship behind.
<</if>>\
<<link [[Travel to your destination|$destination]]>><<unset $damage>><</link>>
You decide that whatever is making strange noises on an abandoned ship, you'd rather not meet it. You return to your boat and set sail. Soon you leave the drifting ship far behind.
[[Travel to your destination|$destination]]You descend below the deck and find yourself in a cargo hold. Smashed crates and barrels are everywhere, and there's a hole in the side of the ship. It's high up, but larger waves must be flooding the hold, which is filled with water to your ankles.
As you're looking around the ruined hold, you spot a body lying among the crates. It must be an unfortunate crew member. However, when you come closer, the body starts to move! A sailor who met a tragic end turned into an undead monster!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.drownedone>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "shipescaped">><<set $winroom to "shipwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.drownedone>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "shipwin">><<set $playermessage to "">><</link>><</if>>\Having defeated the monster, you return to your boat. There was nothing worth taking on the damaged ship, so you set sail and soon leave it behind.
[[Travel to your destination|$destination]]
You escape from the accursed ship and get back in your boat. Soon you leave the drifting wreck far behind.
[[Travel to your destination|$destination]]As you sail closer, you notice the ship is damaged and leaning to one side. It doesn't appear to be about to sink soon, though.
You tie your boat to the larger vessel and climb onboard the abandoned ship.
There's no one on the deck and you spot signs of storm damage everywhere. Then you hear a strange, gurgling noise coming from below the deck.
[[Return to your boat|leaveship]]
<<link [[Go below deck|shipcargoholdwater]]>><<set $cargo to random(1,3)>><<if $cargo == 1>><<set $foodsupplies += 1>><<elseif $cargo == 2>><<set $craftingmaterials += 1>><<else>><<set $luxuryitems += 1>><</if>><</link>>You descend below the deck and find yourself in a cargo hold. Smashed crates are everywhere, and there's drinking water leaking from a damaged barrel, producing the gurgling sound.
You quickly scour the hold and find <<if $cargo == 1>>some smoked meat.
<span class = "gold">Food supplies received!</span><<elseif $cargo == 2>>some sturdy woodworking tools.
<span class = "gold">Crafting materials received!</span><<else>><<print setup.luxury.random()>>.
<span class = "gold">Luxury item received!</span><</if>>
You don't find anything else worth taking, nor any sign of the ship's crew.
You return to your boat and soon leave the abandoned vessel behind.
<<link [[Travel to your destination|$destination]]>><<unset $cargo>><</link>><<if $foodsupplies == 0>>\
Your journey is uneventful.
[[Travel to your destination|$destination]]
<<else>>\
<<if $survival == 0>><<set $foodsupplies -= 1>>\
During your journey you discover that some of the food supplies you were transporting weren't properly preserved and spoiled!
<span class = "gold">You lost 1 food supplies!</span>
<<else>>\
Soon after setting off you notice that some food supplies you're transporting aren't properly preserved. Making use of your survival skills, you quickly solve the problem, preventing the food from spoiling!
<</if>>\
[[Travel to your destination|$destination]]
<</if>>\<<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>>\
You set sail towards your destination.
At night a strange mist rises from the water. It swirls around your boat in thin wisps. You feel a sense of calm as you watch them. Soon the mist grows thicker; it seems pleasantly warm now, and makes your eyes heavy. You fall asleep while your boat is slowly sailing through the mist.
You wake up feeling refreshed and full of hope.
<span class = "gold">Your HP and MP were fully restored!</span>
It's now dawning and the mist has cleared. You look at the fading stars are relieved to see your boat hasn't been blown off course.
[[Travel to your destination|$destination]]<<set _roll to random(1,7)>><<set _roll += $survival>>\
<<if _roll >= 5>><<set _treasure to random(1,7)>>\
<<if _treasure <= 3>><<set $foodsupplies += 1>>\
<<elseif _treasure <= 6>><<set $craftingmaterials += 1>>\
<<elseif _treasure == 7>><<set $potionsmallmagic += 3>><<set $potonsmallhealth += 3>><</if>>\
<</if>>\
You set sail towards your destination.
You're in the open sea when you notice an object bobbing up and down on waves in the distance. It's a large wooden crate.
You steer your boat towards the crate, curious to see what's inside.
<<if _roll >= 5>>\
You manage to catch up with the drifting crate and pull it closer with a boat hook.
<<if _treasure <= 3>>\
Inside the crate you find some salted fish.
<span class = "gold">Food supplies received!</span>
<<elseif _treasure <= 6>>\
Inside the crate you find some woodworking tools.
<span class = "gold">Crafting materials received!</span>
<<else>>
The crate is full of bottled potions.
<span class = "gold">You received 3 small health potions and 3 small magic potions!</span>
<</if>>\
<<else>>\
Unfortunately, the crate drifts away before you can catch it with your boat hook.
<</if>>
[[Travel to your destination|$destination]]
You're sailing the open seas when you spot a two-masted ship in the distance. Its sails are hanging in tatters and you see no sign of crew on the deck. The ship seems to be drifting, abandoned.
[[Examine the abandoned ship|meetcrew]]
[[Travel to your destination|$destination]]<<run $uniquetravelevents.delete("driftingshipcrew")>>\
As you sail closer, you notice that damage to the ship is quite serious, though the vessel isn't in danger of imminent sinking. You also notice a crew member leaving the quarterdeck. The sailor sports your boat and starts waving at you.
You sail closer, tie your boat to the ship and talk with the crew.
You learn that the ship was battered by a mighty storm. It's rigging and rudder were damaged, so that the vessel cannot be steered and has been drifting ever since. The crew is trying to repair the damage, but they lack proper materials – in a most unfortunate incident, one of them dropped the crate with most of their tools into the ocean.
They ask if you have any tools you could give them.
<<if $trading >= 1>>\
While you're talking to the sailors, your merchant's eye spots a beautiful mother of pearl locket on the captain's neck.
<</if>>\
<<if $craftingmaterials == 0>>\
Unfortunately, you don't have any crafting materials. The sailors take that with resignation and say they'll keep trying to work without tools.
[[Travel to your destination|$destination]]
<<else>>\
<<link [[Give the crew 1 crafting materials|helpcrew]]>><<set $craftingmaterials -= 1>><<set $renown += 1>><<set $exp += 200>><<set $exptotal += 200>><</link>>
<<if $trading >= 1>><<link [[(Trading) Give the crew 1 crafting materials, but demand payment|helpcrewpayment]]>><<set $craftingmaterials -= 1>><<set $renown += 1>><<set $exp += 200>><<set $exptotal += 200>><<set $beautifullocket += 1>><</link>>
<<else>><span class = "red">(Trading) Give the crew 1 crafting materials, but demand payment</span>
<</if>>\
[[Travel to your destination|$destination]]
<</if>>\
The crew regain their spirit as you hand them the tools. They thank you in short, but earnest words and immediately get to work.
<span class = "gold">You lost 1 crafting materials!</span>
"We don't have anything valuable to give you in return, but when we reach the port, we'll tell everyone how you helped us," the captain promises. "A good name among sailors counts for something in the Archipelago!"
<span class = "gold">You gained 1 renown!
You gained 200 EXP!</span>
[[Travel to your destination|$destination]]You say you could help the crew, but you'd like the captain's locket as payment for the tools, which weren't cheap.
The captain seems sad to part with the locket, but doesn't hesitate for a moment, putting the ship and the crew first.
"You're saving us. I guess you earned it," the captain says.
<span class = "gold">You received the Beautiful locket!</span>
The crew regain their spirit as you hand them the tools. They thank you, in short but earnest words, and immediately get to work.
<span class = "gold">You lost 1 crafting materials!</span>
"When we reach the port, we'll tell everyone how you helped us," the captain promises. "A good name among sailors counts for something in the Archipelago!"
<span class = "gold">You gained 1 renown!
You gained 200 EXP!</span>
[[Travel to your destination|$destination]]A beautiful mother of pearl locket,
masterfully crafted and intricately decorated.
<a class="link-internal ui-close">Close</a><<run $uniquetravelevents.delete("serpentinfo")>>\
You walk to the docks. While you're boarding your boat to set sail, you're greeted by an old woman who's sitting on a pier nearby. She's wearing an old leather coat and a wide-brimmed hat, and smoking a pipe. You notice she has a wooden leg and only one arm.
The woman says she used to be a sailor, too, and on a big merchant ship, but she was crippled by a monstrous sea serpent. Now she's fallen on hard times.
"Have some coin to spare?" she asks.
<<if $silver >= 10>>\
[[Give the old woman 10 pieces of silver|serpentinfo2][$silver -= 10]]
<<else>>\
<span class = "red">Give the old woman 10 pieces of silver</span>
<</if>>\
[[Travel to your destination|$destination]]You give the woman some coins she gratefully pockets and ask her about the sea serpent.
She tells you a harrowing story of how the bloodthirsty monster followed their ship for days, lurking in the depths, then suddenly attacking, picking out and devouring the crew one by one.
"We tried to fight it, but swords and arrows barely scratched the foul beast's skin. We turned to flaming bolts, thought they'd scare it away, but when we set the monster on fire, it just submerged, then attacked from under the water, smashing into our hull and sending many poor bastards into the ocean! At one point I was on the deck, fending off the fiend with a harpoon, when it grabbed me with its maw. I thought I was done for, but I wasn't going down without a fight. I stabbed the beast and it spat me out, only taking my arm and my leg. The ship's doctor patched me up; I told him he was just wasting bandages. I was sure the serpent's coming back to kill the lot of us. But it just disappeared into the sea. Either it was full, or it didn't like my harpoon..."
The woman laughs, but you see the reflection of true horror in her eyes as she dwells on these memories.
<<if not $seaserpentincodex>><<set $seaserpentincodex to true>>\
You've learned a lot about the sea serpent from the old woman.
The sea serpent was added to your Codex!
<</if>>\
You part with the old sailor – she promises she's going to drink one to your health – and set sail.
[[Travel to your destination|$destination]]<<widget "spiritofthemist">>
<<set setup.spiritofthemist to {
type:"legendary",
maxhp:60,
mindamage:5,
maxdamage:15,
minpowerdamage:15,
maxpowerdamage:25,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"magic",
specialdamagetype:"magic",
specialdamage2type:"",
normalattackisspell:true,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:3,
specialattack2bonus:3,
defense:1,
escapediff:6,
dr:5,
drignore:3,
magicdefense:8,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:true,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:5,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:7,
mincooldown2:5,
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:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"Call the spirit by its name",
name:"Spirit of the Mist",
namecapitalised:"Spirit of the Mist",
namefullcaps:"SPIRIT OF THE MIST",
nameundetermined:"Spirit of the Mist",
nulldamagemessage:"but the spirit's incorporeal form protects it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack", "your attack goes through $enemy.name without harming it"],
deathmessage:"The spirit emits a horrifying shriek, then slowly dissipates into thin mist.",
attackallmessages:["The spirit attacks with phantom claws", "Spirit of the Mist attacks with its withering touch", "The spirit shoots a ball of mist at you"],
attacknormalmessage:["The spirit attacks with phantom claws", "Spirit of the Mist attacks with its withering touch", "The spirit shoots a ball of mist at you"],
attackflyingmessage:["The spirit attacks with phantom claws", "Spirit of the Mist attacks with its withering touch", "The spirit shoots a ball of mist at you"],
cantreachmessage:[],
specialattackmessage:"Spirit of the Mist summons a wisp of fog that lashes at you like a tentacle",
specialattack2message:"The spirit surrounds itself with mist and wails",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic essence of the spirit",
intromessage:["The mist before you thickens and forms into a human-like shape. The mist spirit emits a hateful shriek and attacks!"],
codexdiff:2,
silver:0,
exp:500,
}>>
<</widget>><div class = "popup">Legends talk about a young sailor who travelled the Archipelago alone in a small boat, and one day got lost in a cloud of magic mist. It is said that the sailor drifted through the mist for many weeks, slowly losing hope and memories, and in the end turned into a cursed spirit – a being made entirely of mist. People say that whenever a ship gets lost in fog, it's the Spirit of the Mist's doing.
Enemy type: legendary
Max. HP: 60
Defence: -
Magic defence: 8
Damage reduction: 5
<span class = "heading">FLYING:</span> Spirit of the Mist can fly.
<span class = "heading">DR IGNORE (3):</span> Spirit of the Mist's attacks ignore 3 points of the target's damage reduction.
<span class = "heading">PHYSICAL IMMUNITY:</span> Spirit of the Mist is fully immune to all physical damage and to stun.
<span class = "heading">POISON IMMUNITY:</span> Spirit of the Mist cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Spirit of the Mist cannot be weakened.
<span class = "heading">WEAKEN:</span> Spirit of the Mist's attacks may weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>You set sail towards your destination.
At night heavy clouds block the stars. A strange mist rises from the water. The mist is cold and stifling; you sense a hostile presence lurking somewhere nearby.
The smoky wisps are stretching towards your boat, as if trying to catch you, but if you hurry, you could yet outrun them.
[[Sail away from the mist|mistspiritsailaway]]
[[Sail into the mist|sailintomist]]
You steer the boat away from the spirit. You hear the monster chasing after you, wailing and shrieking. Wisps of mist shoot towards you like pale fingers, trying to catch you, but a sudden gust of wind makes your boat pick up speed. Soon, you're out of the cloud of mist. You've escaped!
[[Travel to your destination|$destination]]<<run setup.uniquetravelevents.delete("mistspirit")>><<run setup.exploreunique.delete("mistspiritinfo")>>\
<<switch visited()>><<case 1>>\
<<set setup.greatdeeds.push(setup.defeatmistspirit)>><<set setup.greatdeedsrewards.push(setup.defeatmistspirit)>>\
<<set $renown += 1>>\
<<default>><</switch>>\
The spirit is gone, turned into thin wisps of mist and blown away by the wind. The unnatural fog surrounding you starts to clear and the air grows warmer.
You sense that Spirit of the Mist was destroyed for good. You put an end to a great danger. The vengeful spirit won't take the lives of any more sailors.
People of the Archipelago will rejoice when they hear the good news!
<span class = "gold">Your renown goes up by 1!</span>
[[Travel to your destination|$destination]]<<run $uniquetravelevents.delete("mistspirit")>><<run $exploreunique.delete("mistspiritinfo")>>\
<<switch visited()>><<case 1>>\
<<set $greatdeeds.push(setup.freemistspirit)>><<set $greatdeedsrewards.push(setup.freemistspirit)>>\
<<set $renown += 2>><<set $exp += 500>><<set $exptotal += 500>>
<<silently>><<unsetcombatvariables>>
<</silently>>\
<<default>><</switch>>\
The spirit speaks, its voice like the howling of the wind:
"<<print $mistspiritname>>... <<print $mistspiritname>>! That was... my name! I had a name! I was... like you!"
The spirit's head slowly reshapes, gaining a more human appearance.
You explain to the spirit that it was indeed a human like you and tell it the story you've heard from the old fisherman. Mist thickens around your boat as the spirit comes closer to listen, but it's no longer cold and stifling.
When you finish the story, the creature starts sobbing in a very human way.
"I remember... everything! The mist... getting lost... drifting... fear, hatred... I became the mist and destroyed others... but no more! I have my name back. I am <<print $mistspiritname>>, and I can finally move on. Thank you... thank you, my friend, for saving me and saving others..."
The spirit's voice gets quieter and quieter, until it's barely a whisper. The misty silhouette pales and dissipates in the wind, and with its disappearance, the fog surrounding you is gone as well.
The spirit is gone, turned into thin wisps of mist and blown away by the wind. The unnatural fog surrounding you starts to clear and the air grows warmer.
You sense that Spirit of the Mist was destroyed for good. You put an end to a great danger. The vengeful spirit won't take the lives of any more sailors.
People of the Archipelago will rejoice when they hear the good news!
<span class = "gold">You gained 500 EXP!
Your renown goes up by 2!</span>
[[Travel to your destination|$destination]]<<run $exploreunique.delete("mistspiritinfo")>>\
You're wandering along the shore of $currentislandname when you meet an old fisherman repairing his net. The man looks up from his work and greets you.
[[Talk with the old fisherman|getmistspiritinfo]]
[[Return to town|$currentisland]]<<set $mistnameunlocked to true>>\
You sit down and talk with the old fisherman. After chatting about weather, fish and sea currents for a while, the man tells you an unusual story.
"When I was just a child, <<print $mistspiritname>>, a young sailor from my village, set out to sea on a very misty day, ignoring everyone's warning. We never saw that sailor again... Recently I've heard some people at the inn talk about an evil spirit who appears to sailors; it summons mist in which ships get lost, or creates shapes out of fog that attack people. They say it must be some poor soul lost at sea, cursed to
travel the Archipelago forever as a cloud of mist. I sometimes wonder... could that possibly be <<print $mistspiritname>>? Is that the horrible fate which has befallen the young sailor from my village?"
The old fisherman sighs, lost in memories. After a while, he says:
"May you never meet the Spirit of the Mist, traveller. But if you do... if you do, ask it, if its name is <<print $mistspiritname>>."
[[Return to town|$currentisland]]You enter the Tower of Magic. Here, wizards try out their spells and conduct arcane studies.
If you are a magic user, you can learn new spells from the mages here.
There's also a laboratory in the tower. You can hear explosions and see flashes of light coming through the laboratory's door, which has been left ajar.
<<if $magic >=1>>\
[[(Magic) Learn level 1 spells|learnspells1]]
<<else>>\
<span class = "red">(Magic) Learn level 1 spells</span>
<</if>>\
<<if $magic == 2>>\
[[(Magic 2) Learn level 2 spells|learnspells2]]
<<else>>\
<span class = "red">(Magic 2) Learn level 2 spells</span>
<</if>>\
[[Go to the laboratory|laboratory]]
[[Return to the Main Hall|academy]]You find mages willing to teach you some simpler spells – for a moderate price.
<<if not $mageslight>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell1buyprice>>\
[["Learn Mage's Light ("+$spell1buyprice+" silver)"|learnspells1][$silver -= $spell1buyprice; $mageslight to true]]<<else>>Learn Mage's Light <span class = "red">(<<print $spell1buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Mage's Light");
Dialog.wiki(Story.get("mageslight").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $spark>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell1buyprice>>\
[["Learn Spark ("+$spell1buyprice+" silver)"|learnspells1][$silver -= $spell1buyprice; $spark to true]]<<else>>Learn Spark <span class = "red">(<<print $spell1buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Spark");
Dialog.wiki(Story.get("spark").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $flamearrow>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell1buyprice>>\
[["Learn Flame arrow ("+$spell1buyprice+" silver)"|learnspells1][$silver -= $spell1buyprice; $flamearrow to true]]<<else>>Learn Flame arrow <span class = "red">(<<print $spell1buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Flame arrow");
Dialog.wiki(Story.get("flamearrow").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $weaken>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell1buyprice>>\
[["Learn Weaken ("+$spell1buyprice+" silver)"|learnspells1][$silver -= $spell1buyprice; $weaken to true]]<<else>>Learn Weaken <span class = "red">(<<print $spell1buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Weaken");
Dialog.wiki(Story.get("weaken").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $fortify>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell1buyprice>>\
[["Learn Fortify ("+$spell1buyprice+" silver)"|learnspells1][$silver -= $spell1buyprice; $fortify to true]]<<else>>Learn Fortify <span class = "red">(<<print $spell1buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Fortify");
Dialog.wiki(Story.get("fortify").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $lesserhealing>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell1buyprice>>\
[["Learn Lesser healing ("+$spell1buyprice+" silver)"|learnspells1][$silver -= $spell1buyprice; $lesserhealing to true]]<<else>>Learn Lesser healing <span class = "red">(<<print $spell1buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Lesser healing");
Dialog.wiki(Story.get("lesserhealing").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $darkmist>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell1buyprice>>\
[["Learn Dark Mist ("+$spell1buyprice+" silver)"|learnspells1][$silver -= $spell1buyprice; $darkmist to true]]<<else>>Learn Dark Mist <span class = "red">(<<print $spell1buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Dark Mist");
Dialog.wiki(Story.get("darkmist").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
[[Back|towerofmagic]]
[[Return to the Main Hall|academy]]You find mages willing to teach you complicated spells – for an adequate price.
<<if not $grandhealing>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell2buyprice>>\
[["Learn Grand healing ("+$spell2buyprice+" silver)"|learnspells2][$silver -= $spell2buyprice; $grandhealing to true]]<<else>>Learn Grand healing <span class = "red">(<<print $spell2buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Grand healing");
Dialog.wiki(Story.get("grandhealing").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $poison>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell2buyprice>>\
[["Learn Poison ("+$spell2buyprice+" silver)"|learnspells2][$silver -= $spell2buyprice; $poison to true]]<<else>>Learn Poison <span class = "red">(<<print $spell2buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Poison");
Dialog.wiki(Story.get("poison").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $lightningbolt>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell2buyprice>>\
[["Learn Lightning bolt ("+$spell2buyprice+" silver)"|learnspells2][$silver -= $spell2buyprice; $lightningbolt to true]]<<else>>Learn Lightning bolt <span class = "red">(<<print $spell2buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Lightning bolt");
Dialog.wiki(Story.get("lightningbolt").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $fireball>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell2buyprice>>\
[["Learn Fireball ("+$spell2buyprice+" silver)"|learnspells2][$silver -= $spell2buyprice; $fireball to true]]<<else>>Learn Fireball <span class = "red">(<<print $spell2buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Fireball");
Dialog.wiki(Story.get("fireball").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $drainenergy>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell2buyprice>>\
[["Learn Drain Energy ("+$spell2buyprice+" silver)"|learnspells2][$silver -= $spell2buyprice; $drainenergy to true]]<<else>>Learn Drain Energy <span class = "red">(<<print $spell2buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Drain Energy");
Dialog.wiki(Story.get("drainenergy").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
<<if not $guidingwinds>>\
<div class="row">\
<div class="column left">\
<<if $silver >= $spell2buyprice>>\
[["Learn Guiding Winds ("+$spell2buyprice+" silver)"|learnspells2][$silver -= $spell2buyprice; $guidingwinds to true]]<<else>>Learn Guiding Winds <span class = "red">(<<print $spell2buyprice>> silver)</span><</if>></div>\
<div class="column middle">\
<span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Guiding Winds");
Dialog.wiki(Story.get("guidingwinds").processText());
Dialog.open();
<</script>><</link>></span>
</div>\
</div>\
<</if>>\
[[Back|towerofmagic]]
[[Return to the Main Hall|academy]]<<switch visited()>><<case 1>>\
You slowly push the door open and enter the laboratory, where many strange and dangerous things are going on all at once.
A tall man wearing an eyepatch and a leather apron is working on a strange contraption with many glass tubes and metal gears. Open books are lying everywhere and colourful liquids are boiling over open flame, emitting dense smoke.
"Ah-ha! A guest!" the tall man exclaims when he sees you. "Your intrusion is forgiven, stranger, as you may be able to help me with my most important project so far. Please, take a seat."
He swipes some objects off a rickety chair; they include a jar of green liquid, which bursts into flames when it smashes on the floor. The man puts the flames out using his apron, which, you notice, has already been covered with soot.
"You can call me the Inventor, intruder," he says. "Now, let's talk about the thing I need from you."
[[Ask how you could help|inventorhelp]]
[["Tell the Inventor your name is " + $playername|inventorname]]
<<if $academymember>>[[Tell the Inventor you're a respected member of the Academy|inventormember]]>><</if>>
<<default>>\
You're in the laboratory. The Inventor is here, busy tinkering with his creations and setting fires to various areas of the lab.
"Well, if that isn't my newest assistant!" he exclaims upon noticing you. "How can you help me today?"
<<if $inventoragreed && $exptotal >= 10000>>\
[[Sell your experience to the Inventor|sellexp]]
<<elseif $inventoragreed>>\
Sell your experience to the Inventor <span class = "red">(10000 total EXP required!)</span>
<<else>>\
[[Agree to help the Inventor with his research|sellexp]]
<</if>>\
[[Ask the Inventor about his eyepatch|eye]]
[[Ask the Inventor about his inventions|inventions]]
[[Exit the laboratory|towerofmagic]]
[[Return to the Main Hall|academy]]
<</switch>><<set $currentdungeonroom to $mine1A>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Adesc.name>></span><</switch>></center>\
<<print $mine1Adesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Anotcleared>>\
<<if $mine1Acontent == "minepit">><<minepit>>
<<elseif $mine1Acontent == "collapse">><<collapse>>
<<elseif $mine1Acontent == "depositsmall">><<depositsmall>>
<<elseif $mine1Acontent == "depositlarge">><<depositlarge>>
<<elseif $mine1Acontent == "depositunstable">><<if $mine1Adepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Adepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1A]]>><<set $mine1Adepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Adepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1A]]>><<set $mine1Adepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Adepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1A]]>><<set $mine1Adepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Adepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1A]]>><<set $mine1Adepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1B>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Bdesc.name>></span><</switch>></center>\
<<minefirstroom>>
<<print $mine1Bdesc.desc>> The mine exit is to the north.
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Bnotcleared>>\
<<if $mine1Bcontent == "minepit">><<minepit>>
<<elseif $mine1Bcontent == "collapse">><<collapse>>
<<elseif $mine1Bcontent == "depositsmall">><<depositsmall>>
<<elseif $mine1Bcontent == "depositlarge">><<depositlarge>>
<<elseif $mine1Bcontent == "depositunstable">><<if $mine1Bdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Bdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1B]]>><<set $mine1Bdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Bdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1B]]>><<set $mine1Bdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Bdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1B]]>><<set $mine1Bdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Bdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1B]]>><<set $mine1Bdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1C>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Cdesc.name>></span><</switch>></center>\
<<print $mine1Cdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Cnotcleared>>\
<<if $mine1Ccontent == "minepit">><<minepit>>
<<elseif $mine1Ccontent == "collapse">><<collapse>>
<<elseif $mine1Ccontent == "depositsmall">><<depositsmall>>
<<elseif $mine1Ccontent == "depositlarge">><<depositlarge>>
<<elseif $mine1Ccontent == "depositunstable">><<if $mine1Cdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Cdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1C]]>><<set $mine1Cdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Cdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1C]]>><<set $mine1Cdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Cdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1C]]>><<set $mine1Cdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Cdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1C]]>><<set $mine1Cdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1D>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Ddesc.name>></span><</switch>></center>\
<<print $mine1Ddesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Dnotcleared>>\
<<if $mine1Dcontent == "minepit">><<minepit>>
<<elseif $mine1Dcontent == "collapse">><<collapse>>
<<elseif $mine1Dcontent == "depositsmall">><<depositsmall>>
<<elseif $mine1Dcontent == "depositlarge">><<depositlarge>>
<<elseif $mine1Dcontent == "depositunstable">><<if $mine1Ddepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Ddepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1D]]>><<set $mine1Ddepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Ddepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1D]]>><<set $mine1Ddepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Ddepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1D]]>><<set $mine1Ddepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Ddepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1D]]>><<set $mine1Ddepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1E>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Edesc.name>></span><</switch>></center>\
<<print $mine1Edesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Enotcleared>>\
<<if $mine1Econtent == "minepit">><<minepit>>
<<elseif $mine1Econtent == "collapse">><<collapse>>
<<elseif $mine1Econtent == "depositsmall">><<depositsmall>>
<<elseif $mine1Econtent == "depositlarge">><<depositlarge>>
<<elseif $mine1Econtent == "depositunstable">><<if $mine1Edepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Edepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1E]]>><<set $mine1Edepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Edepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1E]]>><<set $mine1Edepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Edepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1E]]>><<set $mine1Edepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Edepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1E]]>><<set $mine1Edepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1F>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Fdesc.name>></span><</switch>></center>\
<<print $mine1Fdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Fnotcleared>>\
<<if $mine1Fcontent == "minepit">><<minepit>>
<<elseif $mine1Fcontent == "collapse">><<collapse>>
<<elseif $mine1Fcontent == "depositsmall">><<depositsmall>>
<<elseif $mine1Fcontent == "depositlarge">><<depositlarge>>
<<elseif $mine1Fcontent == "depositunstable">><<if $mine1Fdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Fdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1F]]>><<set $mine1Fdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Fdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1F]]>><<set $mine1Fdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Fdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1F]]>><<set $mine1Fdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Fdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1F]]>><<set $mine1Fdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1G>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Gdesc.name>></span><</switch>></center>\
<<print $mine1Gdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Gnotcleared>>\
<<if $mine1Gcontent == "minepit">><<minepit>>
<<elseif $mine1Gcontent == "collapse">><<collapse>>
<<elseif $mine1Gcontent == "depositsmall">><<depositsmall>>
<<elseif $mine1Gcontent == "depositlarge">><<depositlarge>>
<<elseif $mine1Gcontent == "depositunstable">><<if $mine1Gdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Gdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1G]]>><<set $mine1Gdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Gdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1G]]>><<set $mine1Gdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Gdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1G]]>><<set $mine1Gdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Gdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1G]]>><<set $mine1Gdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1H>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Hdesc.name>></span><</switch>></center>\
<<print $mine1Hdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine1Hnotcleared>>\
<<if $mine1Hcontent == "minepit">><<minepit>>
<<elseif $mine1Hcontent == "collapse">><<collapse>>
<<elseif $mine1Hcontent == "depositsmall">><<depositsmall>>
<<elseif $mine1Hcontent == "depositlarge">><<depositlarge>>
<<elseif $mine1Hcontent == "depositunstable">><<if $mine1Hdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine1Hdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine1H]]>><<set $mine1Hdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine1Hdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine1H]]>><<set $mine1Hdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine1Hdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine1H]]>><<set $mine1Hdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine1Hdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine1H]]>><<set $mine1Hdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><</if>><<set $currentdungeonroom to $mine1I>>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine1Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine1Idesc.name>></span><</switch>></center>\
<<print $mine1Idesc.desc>>
<<if $mine1Inotcleared>>\
On the lowest level of the abandoned mines you discover an ancient fossil embedded in the wall. <<if $currentislandterrain == "forest">>It's a large imprint of a tree branch with leaves, so detailed you can see the individual veins.<<elseif $currentislandterrain == "grassy">>It's the skull of some deer-like animal, with branching horns.<<elseif $currentislandterrain == "icy">>It's the skull of some carnivorous animal, with long sabre-like fangs.<<elseif $currentislandterrain == "jungle">>It's a detailed imprint of a young fern leaf.<<elseif $currentislandterrain == "marshy">>It's the imprint of some frog-like creature with small horns on the head.<<elseif $currentislandterrain == "rocky">>It's the imprint of a delicate flower, so detailed you can see every single petal.<<elseif $currentislandterrain == "sandy">>It's the imprint of a giant beetle with large horns.<<else>>It's a large, spiral shell of some sea animal.<</if>>
<<if $miningtools == 0>>\
You could dig out the fossil, but it would require mining tools.
<<else>>\
<<link [[Dig out the fossil|digoutfossil]]>><<clearmineroom>><<set $rarefossil +=1>><</link>>
<</if>>\
<</if>>\
<<if $objective == "treasure" && $minemapowned == false && $minemap == "mine1">>\
There's also a pile of rubble here that catches your eye. It seems as if someone was trying to mask a narrow side corridor, or a niche in the wall...
<<if $miningtools == 0>>\
You could clear the rubble, but it would require mining tools.
<<else>>\
[[Clear the rubble|getminemap]]
<</if>>\
<</if>>\
<<if $objective == "queen" && $queenscrown < 1 && $crownmine == "mine1">>\
There's also a shallow pit here. Something is gleaming in the dirt and rubble at its bottom.
<<if $miningtools == 0>>\
You could dig out the gleaming item, but it would require mining tools.
<<else>>\
[[Dig out the gleaming item|getcrown]]
<</if>>\
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine1]]</span></div><<widget "minelayouts">>
<<set $mine1A to {
name:"mine1A",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"mine1B",
targetsouth:"",
}
>>
<<set $mine1B to {
name:"mine1B",
exitnorth:true,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"mine1",
targetwest:"mine1A",
targeteast:"mine1C",
targetsouth:"mine1D",
}
>>
<<set $mine1C to {
name:"mine1C",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"mine1B",
targeteast:"",
targetsouth:"mine1E",
}
>>
<<set $mine1D to {
name:"mine1D",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:true,
targetnorth:"mine1B",
targetwest:"",
targeteast:"mine1E",
targetsouth:"mine1G",
}
>>
<<set $mine1E to {
name:"mine1E",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"mine1C",
targetwest:"mine1D",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine1F to {
name:"mine1F",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"",
targeteast:"mine1G",
targetsouth:"mine1H",
}
>>
<<set $mine1G to {
name:"mine1G",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine1D",
targetwest:"mine1F",
targeteast:"",
targetsouth:"mine1I",
}
>>
<<set $mine1H to {
name:"mine1H",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine1F",
targetwest:"",
targeteast:"mine1I",
targetsouth:"",
}
>>
<<set $mine1I to {
name:"mine1I",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine1G",
targetwest:"mine1H",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine1layout to random(1,3)>>
<<if $mine1layout == 1>>
<<set $mine1B.exitsouth to true>>
<<set $mine1D.exitnorth to true>>
<<set $mine1C.exitsouth to true>>
<<set $mine1E.exitnorth to true>>
<<set $mine1G.exitsouth to true>>
<<set $mine1I.exitnorth to true>>
<<set $mine1F.exiteast to true>>
<<set $mine1G.exitwest to true>>
<<elseif $mine1layout == 2>>
<<set $mine1C.exitsouth to true>>
<<set $mine1E.exitnorth to true>>
<<set $mine1B.exiteast to true>>
<<set $mine1C.exitwest to true>>
<<set $mine1F.exiteast to true>>
<<set $mine1G.exitwest to true>>
<<set $mine1H.exiteast to true>>
<<set $mine1I.exitwest to true>>
<<elseif $mine1layout == 3>>
<<set $mine1B.exiteast to true>>
<<set $mine1C.exitwest to true>>
<<set $mine1H.exiteast to true>>
<<set $mine1I.exitwest to true>>
<<set $mine1G.exitsouth to true>>
<<set $mine1I.exitnorth to true>>
<<set $mine1B.exitsouth to true>>
<<set $mine1D.exitnorth to true>>
<</if>>
<<set $mine2A to {
name:"mine2A",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"",
targeteast:"mine2B",
targetsouth:"mine2C",
}
>>
<<set $mine2B to {
name:"mine2B",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"mine2A",
targeteast:"",
targetsouth:"mine2D",
}
>>
<<set $mine2C to {
name:"mine2C",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine2A",
targetwest:"",
targeteast:"mine2D",
targetsouth:"mine2F",
}
>>
<<set $mine2D to {
name:"mine2D",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"mine2B",
targetwest:"mine2C",
targeteast:"mine2E",
targetsouth:"mine2G",
}
>>
<<set $mine2E to {
name:"mine2E",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"mine2D",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine2F to {
name:"mine2F",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine2C",
targetwest:"",
targeteast:"mine2G",
targetsouth:"mine2H",
}
>>
<<set $mine2G to {
name:"mine2G",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine2D",
targetwest:"mine2F",
targeteast:"",
targetsouth:"mine2I",
}
>>
<<set $mine2H to {
name:"mine2H",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"mine2F",
targetwest:"",
targeteast:"mine2I",
targetsouth:"mine2",
}
>>
<<set $mine2I to {
name:"mine2I",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine2G",
targetwest:"mine2H",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine2layout to random(1,3)>>
<<if $mine2layout == 1>>
<<set $mine2B.exitsouth to true>>
<<set $mine2D.exitnorth to true>>
<<set $mine2C.exitsouth to true>>
<<set $mine2F.exitnorth to true>>
<<set $mine2F.exitsouth to true>>
<<set $mine2H.exitnorth to true>>
<<set $mine2D.exitsouth to true>>
<<set $mine2G.exitnorth to true>>
<<set $mine2G.exitsouth to true>>
<<set $mine2I.exitnorth to true>>
<<set $mine2C.exiteast to true>>
<<set $mine2D.exitwest to true>>
<<elseif $mine2layout == 2>>
<<set $mine2C.exitsouth to true>>
<<set $mine2F.exitnorth to true>>
<<set $mine2G.exitsouth to true>>
<<set $mine2I.exitnorth to true>>
<<set $mine2A.exiteast to true>>
<<set $mine2B.exitwest to true>>
<<set $mine2C.exiteast to true>>
<<set $mine2D.exitwest to true>>
<<set $mine2F.exiteast to true>>
<<set $mine2G.exitwest to true>>
<<set $mine2H.exiteast to true>>
<<set $mine2I.exitwest to true>>
<<elseif $mine2layout == 3>>
<<set $mine2B.exitsouth to true>>
<<set $mine2D.exitnorth to true>>
<<set $mine2D.exitsouth to true>>
<<set $mine2G.exitnorth to true>>
<<set $mine2F.exitsouth to true>>
<<set $mine2H.exitnorth to true>>
<<set $mine2A.exiteast to true>>
<<set $mine2B.exitwest to true>>
<<set $mine2F.exiteast to true>>
<<set $mine2G.exitwest to true>>
<<set $mine2H.exiteast to true>>
<<set $mine2I.exitwest to true>>
<</if>>
<<set $mine3A to {
name:"mine3A",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"mine3B",
targetsouth:"mine3C",
}
>>
<<set $mine3B to {
name:"mine3B",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"mine3A",
targeteast:"",
targetsouth:"mine3D",
}
>>
<<set $mine3C to {
name:"mine3C",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"mine3A",
targetwest:"mine3",
targeteast:"mine3D",
targetsouth:"mine3H",
}
>>
<<set $mine3D to {
name:"mine3D",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"mine3B",
targetwest:"mine3C",
targeteast:"mine3E",
targetsouth:"mine3I",
}
>>
<<set $mine3E to {
name:"mine3E",
exitnorth:false,
exitwest:true,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"mine3D",
targeteast:"mine3F",
targetsouth:"",
}
>>
<<set $mine3F to {
name:"mine3F",
exitnorth:false,
exitwest:true,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"mine3E",
targeteast:"mine3G",
targetsouth:"",
}
>>
<<set $mine3G to {
name:"mine3G",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"mine3F",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine3H to {
name:"mine3H",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"mine3C",
targetwest:"",
targeteast:"mine3I",
targetsouth:"",
}
>>
<<set $mine3I to {
name:"mine3I",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"mine3D",
targetwest:"mine3H",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine3layout to random(1,3)>>
<<if $mine3layout == 1>>
<<set $mine3A.exitsouth to true>>
<<set $mine3C.exitnorth to true>>
<<set $mine3B.exitsouth to true>>
<<set $mine3D.exitnorth to true>>
<<set $mine3D.exitsouth to true>>
<<set $mine3I.exitnorth to true>>
<<elseif $mine3layout == 2>>
<<set $mine3A.exitsouth to true>>
<<set $mine3C.exitnorth to true>>
<<set $mine3C.exitsouth to true>>
<<set $mine3H.exitnorth to true>>
<<set $mine3C.exiteast to true>>
<<set $mine3D.exitwest to true>>
<<elseif $mine3layout == 3>>
<<set $mine3C.exitsouth to true>>
<<set $mine3H.exitnorth to true>>
<<set $mine3B.exitsouth to true>>
<<set $mine3D.exitnorth to true>>
<<set $mine3D.exitsouth to true>>
<<set $mine3I.exitnorth to true>>
<</if>>
<<set $mine4A to {
name:"mine4A",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"",
targetwest:"",
targeteast:"mine4B",
targetsouth:"mine4E",
}
>>
<<set $mine4B to {
name:"mine4B",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"",
targetwest:"mine4A",
targeteast:"mine4C",
targetsouth:"mine4F",
}
>>
<<set $mine4C to {
name:"mine4C",
exitnorth:false,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"mine4B",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine4D to {
name:"mine4D",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"",
targetwest:"",
targeteast:"mine4E",
targetsouth:"mine4G",
}
>>
<<set $mine4E to {
name:"mine4E",
exitnorth:true,
exitwest:false,
exiteast:false,
exitsouth:true,
targetnorth:"mine4A",
targetwest:"mine4D",
targeteast:"mine4F",
targetsouth:"mine4H",
}
>>
<<set $mine4F to {
name:"mine4F",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"mine4B",
targetwest:"mine4E",
targeteast:"mine4",
targetsouth:"mine4I",
}
>>
<<set $mine4G to {
name:"mine4G",
exitnorth:false,
exitwest:false,
exiteast:true,
exitsouth:false,
targetnorth:"mine4D",
targetwest:"",
targeteast:"mine4H",
targetsouth:"",
}
>>
<<set $mine4H to {
name:"mine4H",
exitnorth:true,
exitwest:true,
exiteast:false,
exitsouth:false,
targetnorth:"mine4E",
targetwest:"mine4G",
targeteast:"mine4I",
targetsouth:"",
}
>>
<<set $mine4I to {
name:"mine4I",
exitnorth:false,
exitwest:false,
exiteast:false,
exitsouth:false,
targetnorth:"mine4F",
targetwest:"mine4H",
targeteast:"",
targetsouth:"",
}
>>
<<set $mine4layout to random(1,3)>>
<<if $mine4layout == 1>>
<<set $mine4F.exitsouth to true>>
<<set $mine4I.exitnorth to true>>
<<set $mine4A.exiteast to true>>
<<set $mine4B.exitwest to true>>
<<set $mine4D.exiteast to true>>
<<set $mine4E.exitwest to true>>
<<set $mine4E.exiteast to true>>
<<set $mine4F.exitwest to true>>
<<elseif $mine4layout == 2>>
<<set $mine4B.exitsouth to true>>
<<set $mine4F.exitnorth to true>>
<<set $mine4D.exitsouth to true>>
<<set $mine4G.exitnorth to true>>
<<set $mine4A.exiteast to true>>
<<set $mine4B.exitwest to true>>
<<set $mine4D.exiteast to true>>
<<set $mine4E.exitwest to true>>
<<set $mine4H.exiteast to true>>
<<set $mine4I.exitwest to true>>
<<elseif $mine4layout == 3>>
<<set $mine4B.exitsouth to true>>
<<set $mine4F.exitnorth to true>>
<<set $mine4D.exitsouth to true>>
<<set $mine4G.exitnorth to true>>
<<set $mine4F.exitsouth to true>>
<<set $mine4I.exitnorth to true>>
<<set $mine4E.exiteast to true>>
<<set $mine4F.exitwest to true>>
<</if>>
<</widget>><<widget "minefirstroom">><<if $currentislandterrain == "forest">>The mines of $currentislandname stretch far under the ancient forest. Massive tree roots emerge from the stone ceiling.<<elseif $currentislandterrain == "grassy">>The mines of $currentislandname are dug in a grassy granite hill. The air inside is cool and dry.<<elseif $currentislandterrain == "icy">>The mines of $currentislandname go deep into the frozen ground. Icicles are hanging from the ceiling and the floor is slippery with ice.<<elseif $currentislandterrain == "jungle">>The mines of $currentislandname are hot, stuffy, and swarming with insects. There are some cracks in the ceiling, through which sun is streaming in, and in these spots of sunlight wild ferns grow in abundance.<<elseif $currentislandterrain == "marshy">>The mines of $currentislandname are dug in the rock underneath a bog. Murky water is dripping through cracks in the walls.<<elseif $currentislandterrain == "rocky">>The mines of $currentislandname are dug in a rock massif. The air inside is cool and fresh mountain water is dripping through cracks in the ceiling.<<elseif $currentislandterrain == "sandy">>The mines of $currentislandname are dug into sandstone. There are heaps of sand in the winding tunnels.<<else>>The mines of $currentislandname go deep into layers of volcanic tuff. The air inside is hot and smells of sulphur. You see small lava crystals on the walls.<</if>>
<</widget>>
<<widget "mineroomdescriptions">>
<<set setup.minerooms to [{"name": "Wide tunnel", "desc": "You're in a wide tunnel, roughly hewn in rock."}, {"name": "Tall Chamber", "desc": "You're in a tall chamber with old wooden supports."}, {"name": "The Rusty Minecarts", "desc": "You're in a wide tunnel with rusty remains of minecarts."}, {"name": "The Blind Tunnels", "desc": "You're in a large chamber with openings leading to several short, blind tunnels."}, {"name": "Excavation Site", "desc": "You're in a partially collapsed chamber with signs of intense excavation work."}, {"name": "Junk Room", "desc": "You're in a low tunnel with old, broken mining tools on the floor."}, {"name": "Rough Chamber", "desc": "You're in a rectangular chamber hewn in rock."}, {"name": "Winding Tunnel", "desc": "You're in a winding passage with many recesses in the walls, in places where precious ore has been removed."}, {"name": "Excavated Cave", "desc": "You're in a natural chamber with some signs of excavation work."}, {"name": "Collapse Site", "desc": "You're in a low chamber with many wooden supports, some of them collapsed."}, {"name": "Old Scaffoldings", "desc": "You're in a tall chamber with remains of old wooden scaffoldings."}, {"name": "Storage Site", "desc": "You're in a wide corridor. Remains of old wooden crates litter the floor."}, {"name": "The Opening", "desc": "You're in a tall chamber with a crack in the ceiling, letting in dim sunlight."}, {"name": "Well Chamber", "desc": "You're in a low chamber with a well filled with dirt and rocks."}, {"name": "Draughty Passage", "desc": "You're in a straight, narrow, draughty tunnel."}, {"name": "Abandoned Storeroom", "desc": "You're in a small chamber with some rotting crates and barrels in one corner."}]>>
<<set setup.mine1roomdesc to clone(setup.minerooms)>>
<<set $mine1Adesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Bdesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Cdesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Ddesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Edesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Fdesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Gdesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Hdesc to setup.mine1roomdesc.pluck()>>
<<set $mine1Idesc to setup.mine1roomdesc.pluck()>>
<<set setup.mine2roomdesc to clone(setup.minerooms)>>
<<set $mine2Adesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Bdesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Cdesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Ddesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Edesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Fdesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Gdesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Hdesc to setup.mine2roomdesc.pluck()>>
<<set $mine2Idesc to setup.mine2roomdesc.pluck()>>
<<set setup.mine3roomdesc to clone(setup.minerooms)>>
<<set $mine3Adesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Bdesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Cdesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Ddesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Edesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Fdesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Gdesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Hdesc to setup.mine3roomdesc.pluck()>>
<<set $mine3Idesc to setup.mine3roomdesc.pluck()>>
<<set setup.mine4roomdesc to clone(setup.minerooms)>>
<<set $mine4Adesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Bdesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Cdesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Ddesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Edesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Fdesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Gdesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Hdesc to setup.mine4roomdesc.pluck()>>
<<set $mine4Idesc to setup.mine4roomdesc.pluck()>>
<</widget>><<widget "clearmineroom">>
<<if $currentdungeonroom.name == "mine1A">><<unset $mine1Anotcleared>>
<<elseif $currentdungeonroom.name == "mine1B">><<unset $mine1Bnotcleared>>
<<elseif $currentdungeonroom.name == "mine1C">><<unset $mine1Cnotcleared>>
<<elseif $currentdungeonroom.name == "mine1D">><<unset $mine1Dnotcleared>>
<<elseif $currentdungeonroom.name == "mine1E">><<unset $mine1Enotcleared>>
<<elseif $currentdungeonroom.name == "mine1F">><<unset $mine1Fnotcleared>>
<<elseif $currentdungeonroom.name == "mine1G">><<unset $mine1Gnotcleared>>
<<elseif $currentdungeonroom.name == "mine1H">><<unset $mine1Hnotcleared>>
<<elseif $currentdungeonroom.name == "mine1I">><<unset $mine1Inotcleared>>
<<elseif $currentdungeonroom.name == "mine2A">><<unset $mine2Anotcleared>>
<<elseif $currentdungeonroom.name == "mine2B">><<unset $mine2Bnotcleared>>
<<elseif $currentdungeonroom.name == "mine2C">><<unset $mine2Cnotcleared>>
<<elseif $currentdungeonroom.name == "mine2D">><<unset $mine2Dnotcleared>>
<<elseif $currentdungeonroom.name == "mine2E">><<unset $mine2Enotcleared>>
<<elseif $currentdungeonroom.name == "mine2F">><<unset $mine2Fnotcleared>>
<<elseif $currentdungeonroom.name == "mine2G">><<unset $mine2Gnotcleared>>
<<elseif $currentdungeonroom.name == "mine2H">><<unset $mine2Hnotcleared>>
<<elseif $currentdungeonroom.name == "mine2I">><<unset $mine2Inotcleared>>
<<elseif $currentdungeonroom.name == "mine3A">><<unset $mine3Anotcleared>>
<<elseif $currentdungeonroom.name == "mine3B">><<unset $mine3Bnotcleared>>
<<elseif $currentdungeonroom.name == "mine3C">><<unset $mine3Cnotcleared>>
<<elseif $currentdungeonroom.name == "mine3D">><<unset $mine3Dnotcleared>>
<<elseif $currentdungeonroom.name == "mine3E">><<unset $mine3Enotcleared>>
<<elseif $currentdungeonroom.name == "mine3F">><<unset $mine3Fnotcleared>>
<<elseif $currentdungeonroom.name == "mine3G">><<unset $mine3Gnotcleared>>
<<elseif $currentdungeonroom.name == "mine3H">><<unset $mine3Hnotcleared>>
<<elseif $currentdungeonroom.name == "mine3I">><<unset $mine3Inotcleared>>
<<elseif $currentdungeonroom.name == "mine4A">><<unset $mine4Anotcleared>>
<<elseif $currentdungeonroom.name == "mine4B">><<unset $mine4Bnotcleared>>
<<elseif $currentdungeonroom.name == "mine4C">><<unset $mine4Cnotcleared>>
<<elseif $currentdungeonroom.name == "mine4D">><<unset $mine4Dnotcleared>>
<<elseif $currentdungeonroom.name == "mine4E">><<unset $mine4Enotcleared>>
<<elseif $currentdungeonroom.name == "mine4F">><<unset $mine4Fnotcleared>>
<<elseif $currentdungeonroom.name == "mine4G">><<unset $mine4Gnotcleared>>
<<elseif $currentdungeonroom.name == "mine4H">><<unset $mine4Hnotcleared>>
<<elseif $currentdungeonroom.name == "mine4I">><<unset $mine4Inotcleared>>
<</if>>
<</widget>>
<<widget "mineroomcontent">>
<<set $mine1Anotcleared to true>>
<<set $mine1Bnotcleared to true>>
<<set $mine1Cnotcleared to true>>
<<set $mine1Dnotcleared to true>>
<<set $mine1Enotcleared to true>>
<<set $mine1Fnotcleared to true>>
<<set $mine1Gnotcleared to true>>
<<set $mine1Hnotcleared to true>>
<<set $mine1Inotcleared to true>>
<<set $mine1rooms to ["depositsmall", "depositsmall", "depositsmall", "depositlarge", "depositlarge", "minepit", "minepit", "collapse", "collapse", "depositunstable"]>>
<<set $mine1Acontent to $mine1rooms.pluck()>>
<<if $mine1Acontent == "depositunstable">><<set $mine1Adepositunstable to 4>><</if>>
<<set $mine1Bcontent to $mine1rooms.pluck()>>
<<if $mine1Bcontent == "depositunstable">><<set $mine1Bdepositunstable to 4>><</if>>
<<set $mine1Ccontent to $mine1rooms.pluck()>>
<<if $mine1Ccontent == "depositunstable">><<set $mine1Cdepositunstable to 4>><</if>>
<<set $mine1Dcontent to $mine1rooms.pluck()>>
<<if $mine1Dcontent == "depositunstable">><<set $mine1Ddepositunstable to 4>><</if>>
<<set $mine1Econtent to $mine1rooms.pluck()>>
<<if $mine1Econtent == "depositunstable">><<set $mine1Edepositunstable to 4>><</if>>
<<set $mine1Fcontent to $mine1rooms.pluck()>>
<<if $mine1Fcontent == "depositunstable">><<set $mine1Fdepositunstable to 4>><</if>>
<<set $mine1Gcontent to $mine1rooms.pluck()>>
<<if $mine1Gcontent == "depositunstable">><<set $mine1Gdepositunstable to 4>><</if>>
<<set $mine1Hcontent to $mine1rooms.pluck()>>
<<if $mine1Hcontent == "depositunstable">><<set $mine1Hdepositunstable to 4>><</if>>
<<set $mine2Anotcleared to true>>
<<set $mine2Bnotcleared to true>>
<<set $mine2Cnotcleared to true>>
<<set $mine2Dnotcleared to true>>
<<set $mine2Enotcleared to true>>
<<set $mine2Fnotcleared to true>>
<<set $mine2Gnotcleared to true>>
<<set $mine2Hnotcleared to true>>
<<set $mine2Inotcleared to true>>
<<set $mine2rooms to ["depositsmall", "depositsmall", "depositsmall", "depositlarge", "minepit", "minepit", "collapse", "collapse", "depositunstable", "depositunstable"]>>
<<set $mine2Acontent to $mine2rooms.pluck()>>
<<if $mine2Acontent == "depositunstable">><<set $mine2Adepositunstable to 4>><</if>>
<<set $mine2Bcontent to $mine2rooms.pluck()>>
<<if $mine2Bcontent == "depositunstable">><<set $mine2Bdepositunstable to 4>><</if>>
<<set $mine2Ccontent to $mine2rooms.pluck()>>
<<if $mine2Ccontent == "depositunstable">><<set $mine2Cdepositunstable to 4>><</if>>
<<set $mine2Dcontent to $mine2rooms.pluck()>>
<<if $mine2Dcontent == "depositunstable">><<set $mine2Ddepositunstable to 4>><</if>>
<<set $mine2Fcontent to $mine2rooms.pluck()>>
<<if $mine2Fcontent == "depositunstable">><<set $mine2Fdepositunstable to 4>><</if>>
<<set $mine2Gcontent to $mine2rooms.pluck()>>
<<if $mine2Gcontent == "depositunstable">><<set $mine2Gdepositunstable to 4>><</if>>
<<set $mine2Hcontent to $mine2rooms.pluck()>>
<<if $mine2Hcontent == "depositunstable">><<set $mine2Hdepositunstable to 4>><</if>>
<<set $mine2Icontent to $mine2rooms.pluck()>>
<<if $mine2Icontent == "depositunstable">><<set $mine2Idepositunstable to 4>><</if>>
<<set $mine3Anotcleared to true>>
<<set $mine3Bnotcleared to true>>
<<set $mine3Cnotcleared to true>>
<<set $mine3Dnotcleared to true>>
<<set $mine3Enotcleared to true>>
<<set $mine3Fnotcleared to true>>
<<set $mine3Gnotcleared to true>>
<<set $mine3Hnotcleared to true>>
<<set $mine3Inotcleared to true>>
<<set $mine3rooms to ["depositsmall", "depositsmall", "depositlarge", "depositlarge", "enemy", "enemy", "enemy"]>>
<<set $mine3enemies to [setup.skeletonarcher, setup.skeletonarcher, setup.skeletonwarrior, setup.skeletonwarrior]>>
<<set $mine3Acontent to $mine3rooms.pluck()>>
<<if $mine3Acontent == "enemy">><<set $mine3Aenemy to $mine3enemies.pluck()>><</if>>
<<set $mine3Bcontent to $mine3rooms.pluck()>>
<<if $mine3Bcontent == "enemy">><<set $mine3Benemy to $mine3enemies.pluck()>><</if>>
<<set $mine3Ccontent to $mine3rooms.pluck()>>
<<if $mine3Ccontent == "enemy">><<set $mine3Cenemy to $mine3enemies.pluck()>><</if>>
<<set $mine3Dcontent to $mine3rooms.pluck()>>
<<if $mine3Dcontent == "enemy">><<set $mine3Denemy to $mine3enemies.pluck()>><</if>>
<<set $mine3Hcontent to $mine3rooms.pluck()>>
<<if $mine3Hcontent == "enemy">><<set $mine3Henemy to $mine3enemies.pluck()>><</if>>
<<set $mine3Icontent to $mine3rooms.pluck()>>
<<if $mine3Icontent == "enemy">><<set $mine3Ienemy to $mine3enemies.pluck()>><</if>>
<<set $mine4Anotcleared to true>>
<<set $mine4Bnotcleared to true>>
<<set $mine4Cnotcleared to true>>
<<set $mine4Dnotcleared to true>>
<<set $mine4Enotcleared to true>>
<<set $mine4Fnotcleared to true>>
<<set $mine4Gnotcleared to true>>
<<set $mine4Hnotcleared to true>>
<<set $mine4Inotcleared to true>>
<<set $mine4rooms to ["depositsmall", "depositsmall", "depositlarge", "depositlarge", "depositunstable", "depositunstable", "enemy", "enemy", "enemy", "enemy", "enemy"]>>
<<set $mine4enemies to [setup.lightningjelly, setup.lightningjelly, setup.toxicjelly, setup.toxicjelly, setup.firejelly, setup.firejelly]>>
<<set $mine4Acontent to $mine4rooms.pluck()>>
<<if $mine4Acontent == "enemy">><<set $mine4Aenemy to $mine4enemies.pluck()>><<elseif $mine4Acontent == "depositunstable">><<set $mine4Adepositunstable to 4>><</if>>
<<set $mine4Bcontent to $mine4rooms.pluck()>>
<<if $mine4Bcontent == "enemy">><<set $mine4Benemy to $mine4enemies.pluck()>><<elseif $mine4Bcontent == "depositunstable">><<set $mine4Bdepositunstable to 4>><</if>>
<<set $mine4Ccontent to $mine4rooms.pluck()>>
<<if $mine4Ccontent == "enemy">><<set $mine4Cenemy to $mine4enemies.pluck()>><<elseif $mine4Ccontent == "depositunstable">><<set $mine4Cdepositunstable to 4>><</if>>
<<set $mine4Dcontent to $mine4rooms.pluck()>>
<<if $mine4Dcontent == "enemy">><<set $mine4Denemy to $mine4enemies.pluck()>><<elseif $mine4Dcontent == "depositunstable">><<set $mine4Ddepositunstable to 4>><</if>>
<<set $mine4Econtent to $mine4rooms.pluck()>>
<<if $mine4Econtent == "enemy">><<set $mine4Eenemy to $mine4enemies.pluck()>><<elseif $mine4Econtent == "depositunstable">><<set $mine4Edepositunstable to 4>><</if>>
<<set $mine4Fcontent to $mine4rooms.pluck()>>
<<if $mine4Fcontent == "enemy">><<set $mine4Fenemy to $mine4enemies.pluck()>><<elseif $mine4Fcontent == "depositunstable">><<set $mine4Fdepositunstable to 4>><</if>>
<<set $mine4Gcontent to $mine4rooms.pluck()>>
<<if $mine4Gcontent == "enemy">><<set $mine4Genemy to $mine4enemies.pluck()>><<elseif $mine4Gcontent == "depositunstable">><<set $mine4Gdepositunstable to 4>><</if>>
<<set $mine4Hcontent to $mine4rooms.pluck()>>
<<if $mine4Hcontent == "enemy">><<set $mine4Henemy to $mine4enemies.pluck()>><<elseif $mine4Hcontent == "depositunstable">><<set $mine4Hdepositunstable to 4>><</if>>
<<set $mine4Icontent to $mine4rooms.pluck()>>
<<if $mine4Icontent == "enemy">><<set $mine4Ienemy to $mine4enemies.pluck()>><<elseif $mine4Icontent == "depositunstable">><<set $mine4Idepositunstable to 4>><</if>>
<</widget>><<widget "depositsmall">>
You find a small silver ore deposit!
<<if $miningtools == 0>>\
<span class = "red">You need mining tools to mine the deposit.</span>
<<else>>\
<<link [[Mine the deposit|$currentdungeonroom.name]]>><<set $silvermined to (random(5,10) + $fortune)*10>><<set $silver += $silvermined>><<set $minemessage to "You mine the deposit, gaining $silvermined silver!">><<clearmineroom>><</link>>\
<</if>>\
<</widget>>
<<widget "depositlarge">>
You find a large silver ore deposit!
<<if $miningtools == 0>>\
<span class = "red">You need mining tools to mine the deposit.</span>
<<else>>\
<<link [[Mine the deposit|$currentdungeonroom.name]]>><<set $silvermined to (random(5,10) + $fortune)*50>><<set $silver += $silvermined>><<set $minemessage to "You mine the deposit, gaining $silvermined silver!">><<clearmineroom>><</link>>\
<</if>>\
<</widget>>
<<widget "depositgemstone">>
You find a rare and valuable gemstone deposit!
<<if $miningtools == 0>>\
<span class = "red">You need mining tools to mine the gemstones.</span>
<<else>>\
<<link [[Mine the deposit|$currentdungeonroom.name]]>><<set $gemstonemined to random(1,4)>><<if $gemstonemined == 1>><<set $diamond += 1>><<set $minemessage to "You gain a diamond!">><<elseif $gemstonemined == 2>><<set $ruby += 1>><<set $minemessage to "You gain a ruby!">><<elseif $gemstonemined == 3>><<set $emerald += 1>><<set $minemessage to "You gain an emerald!">><<else>><<set $sapphire += 1>><<set $minemessage to "You gain a sapphire!">><</if>><<clearmineroom>><</link>>\
<</if>>\
<</widget>>
<<widget "mineunstable4">>
<<set _collapseroll to (random(1,10) + $survival)>>
<<if _collapseroll == 1>><<clearmineroom>><<set $damage to random(25,45)>><<set $playerhp -= $damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>>
<<set $minemessage to "The unstable deposit suddenly collapses while you're excavating it!<br><br>You lose $damage HP!<<if $playerdead>><br><br>You were killed by the collapse!<br><br><</if>>">>
<<else>>
<<set $silvermined to (random(5,10) + $fortune)*10>><<set $silver += $silvermined>>
<<set $minemessage to "You mine the unstable deposit, gaining $silvermined silver!">>
<</if>>
<</widget>>
<<widget "mineunstable3">>
<<set _collapseroll to (random(1,10) + $survival)>>
<<if _collapseroll <= 3>><<clearmineroom>><<set $damage to random(25,45)>><<set $playerhp -= $damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>>
<<set $minemessage to "The unstable deposit suddenly collapses while you're excavating it!<br><br>You lose $damage HP!<<if $playerdead>><br><br>You were killed by the collapse!<br><br><</if>>">>
<<else>>
<<set $silvermined to (random(5,10) + $fortune)*50>><<set $silver += $silvermined>>
<<set $minemessage to "You mine the unstable deposit, gaining $silvermined silver!">>
<</if>>
<</widget>>
<<widget "mineunstable2">>
<<set _collapseroll to (random(1,10) + $survival)>>
<<if _collapseroll <= 5>><<clearmineroom>><<set $damage to random(25,45)>><<set $playerhp -= $damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>>
<<set $minemessage to "The unstable deposit suddenly collapses while you're excavating it!<br><br>You lose $damage HP!<<if $playerdead>><br><br>You were killed by the collapse!<br><br><</if>>">>
<<else>>
<<set $silvermined to (random(5,10) + $fortune)*100>><<set $silver += $silvermined>>
<<set $minemessage to "You mine the unstable deposit, gaining $silvermined silver!">>
<</if>>
<</widget>>
<<widget "mineunstable1">>
<<set _collapseroll to (random(1,10) + $survival)>>
<<if _collapseroll <= 7>><<clearmineroom>><<set $damage to random(25,45)>><<set $playerhp -= $damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>>
<<set $minemessage to "The unstable deposit suddenly collapses while you're excavating it!<br><br>You lose $damage HP!<<if $playerdead>><br><br>You were killed by the collapse!<br><br><</if>>">>
<<else>>
<<set $gemstonemined to random(1,4)>><<if $gemstonemined == 1>><<set $diamond += 1>><<set $minemessage to "You mine the unstable deposit, gaining a diamond! The unstable deposit is depleted.">><<elseif $gemstonemined == 2>><<set $ruby += 1>><<set $minemessage to "You mine the unstable deposit, gaining a ruby! The unstable deposit is depleted.">><<elseif $gemstonemined == 3>><<set $emerald += 1>><<set $minemessage to "You mine the unstable deposit, gaining an emerald! The unstable deposit is depleted.">><<else>><<set $sapphire += 1>><<set $minemessage to "You mine the unstable deposit, gaining a sapphire! The unstable deposit is depleted.">><</if>><<clearmineroom>>
<</if>>
<</widget>><<widget "minepit">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 6>><<silently>><<set $exp += 60>><<set $exptotal += 60>><<clearmineroom>><</silently>>Exploring the mine tunnels, you spot a deep pit, partially filled with refuse. You cautiously walk around it.
You gained 60 EXP!
<<else>>\
<<set $playerhp -= 15>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>Exploring the room, you fail to notice a deep pit, partially filled with refuse, and fall right into it.
You lost 15 HP!
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the fall.
<<else>><<silently>><<clearmineroom>><</silently>>Shaken and bruised by the fall, you manage to climb back up after several attempts.
<</if>>\
<</if>>\
<</widget>>
<<widget "collapse">>
<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 7>><<silently>><<set $exp += 100>><<set $exptotal += 100>><<clearmineroom>><</silently>>You're exploring the room when the ground shakes. Part of the ceiling collapses right in front of you. You manage to jump back just in time!
You gained 100 EXP!
<<else>>\
<<set $playerhp -= 25>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>You're exploring the room when the ground shakes. Part of the ceiling collapses right in front of you. You fail to jump back in time and get hit by falling rocks!
You lost 25 HP!
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed.
<<else>><<silently>><<clearmineroom>><</silently>>You are bruised, but luckily, survived.
<</if>>\
<</if>>\
<</widget>>You dig out the fossil, taking care not to damage it.
Rare fossil received!
[[Back|mine1I]]An ancient fossil you dug out in a mine.
<a class="link-internal ui-close">Close</a><<set $currentdungeonroom to $mine2A>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Adesc.name>></span><</switch>></center>\
<<print $mine2Adesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Anotcleared>>\
<<if $mine2Acontent == "minepit">><<minepit>>
<<elseif $mine2Acontent == "collapse">><<collapse>>
<<elseif $mine2Acontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Acontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Acontent == "depositunstable">><<if $mine2Adepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Adepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2A]]>><<set $mine2Adepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Adepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2A]]>><<set $mine2Adepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Adepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2A]]>><<set $mine2Adepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Adepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2A]]>><<set $mine2Adepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $mine2smallpassage == 1 && $mine2smallpassagecleared != true && $mine2Anotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine2monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine2shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine2C>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Cdesc.name>></span><</switch>></center>\
<<print $mine2Cdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Cnotcleared>>\
<<if $mine2Ccontent == "minepit">><<minepit>>
<<elseif $mine2Ccontent == "collapse">><<collapse>>
<<elseif $mine2Ccontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Ccontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Ccontent == "depositunstable">><<if $mine2Cdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Cdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2C]]>><<set $mine2Cdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Cdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2C]]>><<set $mine2Cdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Cdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2C]]>><<set $mine2Cdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Cdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2C]]>><<set $mine2Cdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $mine2smallpassage == 3 && $mine2smallpassagecleared != true && $mine2Cnotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine2monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine2shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine2F>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Fdesc.name>></span><</switch>></center>\
<<print $mine2Fdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Fnotcleared>>\
<<if $mine2Fcontent == "minepit">><<minepit>>
<<elseif $mine2Fcontent == "collapse">><<collapse>>
<<elseif $mine2Fcontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Fcontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Fcontent == "depositunstable">><<if $mine2Fdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Fdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2F]]>><<set $mine2Fdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Fdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2F]]>><<set $mine2Fdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Fdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2F]]>><<set $mine2Fdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Fdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2F]]>><<set $mine2Fdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine2H>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Hdesc.name>></span><</switch>></center>\
<<minefirstroom>>
<<print $mine2Hdesc.desc>> The mine exit is to the south.
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Hnotcleared>>\
<<if $mine2Hcontent == "minepit">><<minepit>>
<<elseif $mine2Hcontent == "collapse">><<collapse>>
<<elseif $mine2Hcontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Hcontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Hcontent == "depositunstable">><<if $mine2Hdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Hdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2H]]>><<set $mine2Hdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Hdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2H]]>><<set $mine2Hdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Hdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2H]]>><<set $mine2Hdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Hdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2H]]>><<set $mine2Hdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine2B>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Bdesc.name>></span><</switch>></center>\
<<print $mine2Bdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Bnotcleared>>\
<<if $mine2Bcontent == "minepit">><<minepit>>
<<elseif $mine2Bcontent == "collapse">><<collapse>>
<<elseif $mine2Bcontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Bcontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Bcontent == "depositunstable">><<if $mine2Bdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Bdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2B]]>><<set $mine2Bdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Bdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2B]]>><<set $mine2Bdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Bdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2B]]>><<set $mine2Bdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Bdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2B]]>><<set $mine2Bdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $mine2smallpassage == 2 && $mine2smallpassagecleared != true && $mine2Bnotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine2monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine2shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine2D>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Ddesc.name>></span><</switch>></center>\
<<print $mine2Ddesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Dnotcleared>>\
<<if $mine2Dcontent == "minepit">><<minepit>>
<<elseif $mine2Dcontent == "collapse">><<collapse>>
<<elseif $mine2Dcontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Dcontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Dcontent == "depositunstable">><<if $mine2Ddepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Ddepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2D]]>><<set $mine2Ddepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Ddepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2D]]>><<set $mine2Ddepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Ddepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2D]]>><<set $mine2Ddepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Ddepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2D]]>><<set $mine2Ddepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $mine2smallpassage == 4 && $mine2smallpassagecleared != true && $mine2Dnotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine2monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine2shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine2E>>
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Edesc.name>></span><</switch>></center>\
<<print $mine2Edesc.desc>>
<<if $mine2Enotcleared>><<set $miningtools += 1>>\
On one of the deeper levels of the abandoned mine you find a rusty minecart. There's a set of still usable mining tools inside the cart!
<span class = "gold">Mining tools received.</span><<silently>><<clearmineroom>><</silently>>
<</if>>\
<<if $objective == "treasure" && $minemapowned == false && $minemap == "mine2">>\
There's also a pile of rubble here that catches your eye. It seems as if someone was trying to mask a narrow side corridor, or a niche in the wall...
<<if $miningtools == 0>>\
You could clear the rubble, but it would require mining tools.
<<else>>\
[[Clear the rubble|getminemap]]
<</if>>\
<</if>>\
<<if $objective == "queen" && $queenscrown < 1 && $crownmine == "mine2">>\
There's also a shallow pit here. Something is gleaming in the dirt and rubble at its bottom.
<<if $miningtools == 0>>\
You could dig out the gleaming item, but it would require mining tools.
<<else>>\
[[Dig out the gleaming item|getcrown]]
<</if>>\
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><<set $currentdungeonroom to $mine2G>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Gdesc.name>></span><</switch>></center>\
<<print $mine2Gdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Gnotcleared>>\
<<if $mine2Gcontent == "minepit">><<minepit>>
<<elseif $mine2Gcontent == "collapse">><<collapse>>
<<elseif $mine2Gcontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Gcontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Gcontent == "depositunstable">><<if $mine2Gdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Gdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2G]]>><<set $mine2Gdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Gdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2G]]>><<set $mine2Gdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Gdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2G]]>><<set $mine2Gdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Gdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2G]]>><<set $mine2Gdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine2I>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine2Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine2Idesc.name>></span><</switch>></center>\
<<print $mine2Idesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine2Inotcleared>>\
<<if $mine2Icontent == "minepit">><<minepit>>
<<elseif $mine2Icontent == "collapse">><<collapse>>
<<elseif $mine2Icontent == "depositsmall">><<depositsmall>>
<<elseif $mine2Icontent == "depositlarge">><<depositlarge>>
<<elseif $mine2Icontent == "depositunstable">><<if $mine2Idepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine2Idepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine2I]]>><<set $mine2Idepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine2Idepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine2I]]>><<set $mine2Idepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine2Idepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine2I]]>><<set $mine2Idepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine2Idepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine2I]]>><<set $mine2Idepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>
<<if not $playerdead>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine2]]</span></div><</if>><<set $currentdungeonroom to $mine3A>><<if $mine3Acontent == "enemy">><<set $currentenemy to $mine3Aenemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Adesc.name>></span><</switch>></center>\
<<print $mine3Adesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Anotcleared>>\
<<if $mine3Acontent == "depositsmall">><<depositsmall>>
<<elseif $mine3Acontent == "depositlarge">><<depositlarge>>
<<elseif $mine3Acontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine3Anotcleared && $mine3Acontent == "enemy">><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><</if>><<set $currentdungeonroom to $mine3C>><<if $mine3Ccontent == "enemy">><<set $currentenemy to $mine3Cenemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Cdesc.name>></span><</switch>></center>\
<<minefirstroom>>
<<print $mine3Cdesc.desc>> The mine exit is to the west.
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Cnotcleared>>\
<<if $mine3Ccontent == "depositsmall">><<depositsmall>>
<<elseif $mine3Ccontent == "depositlarge">><<depositlarge>>
<<elseif $mine3Ccontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine3Cnotcleared && $mine3Ccontent == "enemy">><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><</if>><<set $currentdungeonroom to $mine3H>><<if $mine3Hcontent == "enemy">><<set $currentenemy to $mine3Henemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Hdesc.name>></span><</switch>></center>\
<<print $mine3Hdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Hnotcleared>>\
<<if $mine3Hcontent == "depositsmall">><<depositsmall>>
<<elseif $mine3Hcontent == "depositlarge">><<depositlarge>>
<<elseif $mine3Hcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine3Hnotcleared && $mine3Hcontent == "enemy">><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><</if>><<set $currentdungeonroom to $mine3B>><<if $mine3Bcontent == "enemy">><<set $currentenemy to $mine3Benemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Bdesc.name>></span><</switch>></center>\
<<print $mine3Bdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Bnotcleared>>\
<<if $mine3Bcontent == "depositsmall">><<depositsmall>>
<<elseif $mine3Bcontent == "depositlarge">><<depositlarge>>
<<elseif $mine3Bcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine3Bnotcleared && $mine3Bcontent == "enemy">><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><</if>><<set $currentdungeonroom to $mine3D>><<if $mine3Dcontent == "enemy">><<set $currentenemy to $mine3Denemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Ddesc.name>></span><</switch>></center>\
<<print $mine3Ddesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Dnotcleared>>\
<<if $mine3Dcontent == "depositsmall">><<depositsmall>>
<<elseif $mine3Dcontent == "depositlarge">><<depositlarge>>
<<elseif $mine3Dcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine3Dnotcleared && $mine3Dcontent == "enemy">><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><</if>><<set $currentdungeonroom to $mine3I>><<if $mine3Icontent == "enemy">><<set $currentenemy to $mine3Ienemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Idesc.name>></span><</switch>></center>\
<<print $mine3Idesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Inotcleared>>\
<<if $mine3Icontent == "depositsmall">><<depositsmall>>
<<elseif $mine3Icontent == "depositlarge">><<depositlarge>>
<<elseif $mine3Icontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine3Inotcleared && $mine3Icontent == "enemy">><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><</if>><<set $currentdungeonroom to $mine3E>><<set $currentenemy to setup.soullesshusk>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Edesc.name>></span><</switch>></center>\
<<print $mine3Edesc.desc>>
<<if $mine3Enotcleared>>\
<<switch visited()>><<case 1>>Suddenly, you feel an evil presence in the air. Then, you hear wailing. Something is approaching from the eastern corridor!<<default>>You encounter $currentenemy.nameundetermined!<</switch>>
<<set $playermessage to "">><<dungeonfight>>
<</if>>
<<if not $mine3Enotcleared>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><</if>><<set $currentdungeonroom to $mine3F>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Fdesc.name>></span><</switch>></center>\
<<print $mine3Fdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Fnotcleared>>\
<<depositgemstone>>
<</if>>
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><<set $currentdungeonroom to $mine3G>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine3Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine3Gdesc.name>></span><</switch>></center>\
<<print $mine3Gdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine3Gnotcleared>>\
<<depositgemstone>>
<</if>>\
<<if $objective == "treasure" && $minemapowned == false && $minemap == "mine3">>\
There's also a pile of rubble here that catches your eye. It seems as if someone was trying to mask a narrow side corridor, or a niche in the wall...
<<if $miningtools == 0>>\
You could clear the rubble, but it would require mining tools.
<<else>>\
[[Clear the rubble|getminemap]]
<</if>>\
<</if>>\
<<if $objective == "queen" && $queenscrown < 1 && $crownmine == "mine3">>\
There's also a shallow pit here. Something is gleaming in the dirt and rubble at its bottom.
<<if $miningtools == 0>>\
You could dig out the gleaming item, but it would require mining tools.
<<else>>\
[[Dig out the gleaming item|getcrown]]
<</if>>\
<</if>>\
<div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine3]]</span></div><<set $currentdungeonroom to $mine4C>><<if $mine4Ccontent == "enemy">><<set $currentenemy to $mine4Cenemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Cdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Cdesc.name>></span><</switch>></center>\
<<print $mine4Cdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Cnotcleared>>\
<<if $mine4Ccontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Ccontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Ccontent == "depositunstable">><<if $mine4Cdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Cdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4C]]>><<set $mine4Cdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Cdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4C]]>><<set $mine4Cdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Cdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4C]]>><<set $mine4Cdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Cdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4C]]>><<set $mine4Cdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Ccontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Cnotcleared && $mine4Ccontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4B>><<if $mine4Bcontent == "enemy">><<set $currentenemy to $mine4Benemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Bdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Bdesc.name>></span><</switch>></center>\
<<print $mine4Bdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Bnotcleared>>\
<<if $mine4Bcontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Bcontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Bcontent == "depositunstable">><<if $mine4Bdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Bdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4B]]>><<set $mine4Bdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Bdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4B]]>><<set $mine4Bdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Bdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4B]]>><<set $mine4Bdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Bdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4B]]>><<set $mine4Bdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Bcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Bnotcleared && $mine4Bcontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4A>><<if $mine4Acontent == "enemy">><<set $currentenemy to $mine4Aenemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Adesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Adesc.name>></span><</switch>></center>\
<<print $mine4Adesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Anotcleared>>\
<<if $mine4Acontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Acontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Acontent == "depositunstable">><<if $mine4Adepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Adepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4A]]>><<set $mine4Adepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Adepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4A]]>><<set $mine4Adepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Adepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4A]]>><<set $mine4Adepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Adepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4A]]>><<set $mine4Adepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Acontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine4smallpassage == 1 && $mine4smallpassagecleared != true && $mine4Anotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine4monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine4shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Anotcleared && $mine4Acontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4F>><<if $mine4Fcontent == "enemy">><<set $currentenemy to $mine4Fenemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Fdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Fdesc.name>></span><</switch>></center>\
<<minefirstroom>>
<<print $mine4Fdesc.desc>> The mine exit is to the east.
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Fnotcleared>>\
<<if $mine4Fcontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Fcontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Fcontent == "depositunstable">><<if $mine4Fdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Fdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4F]]>><<set $mine4Fdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Fdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4F]]>><<set $mine4Fdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Fdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4F]]>><<set $mine4Fdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Fdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4F]]>><<set $mine4Fdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Fcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Fnotcleared && $mine4Fcontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4E>><<if $mine4Econtent == "enemy">><<set $currentenemy to $mine4Eenemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Edesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Edesc.name>></span><</switch>></center>\
<<print $mine4Edesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Enotcleared>>\
<<if $mine4Econtent == "depositsmall">><<depositsmall>>
<<elseif $mine4Econtent == "depositlarge">><<depositlarge>>
<<elseif $mine4Econtent == "depositunstable">><<if $mine4Edepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Edepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4E]]>><<set $mine4Edepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Edepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4E]]>><<set $mine4Edepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Edepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4E]]>><<set $mine4Edepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Edepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4E]]>><<set $mine4Edepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Econtent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine4smallpassage == 3 && $mine4smallpassagecleared != true && $mine4Enotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine4monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine4shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Enotcleared && $mine4Econtent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4D>><<if $mine4Dcontent == "enemy">><<set $currentenemy to $mine4Denemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Ddesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Ddesc.name>></span><</switch>></center>\
<<print $mine4Ddesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Dnotcleared>>\
<<if $mine4Dcontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Dcontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Dcontent == "depositunstable">><<if $mine4Ddepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Ddepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4D]]>><<set $mine4Ddepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Ddepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4D]]>><<set $mine4Ddepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Ddepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4D]]>><<set $mine4Ddepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Ddepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4D]]>><<set $mine4Ddepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Dcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine4smallpassage == 2 && $mine4smallpassagecleared != true && $mine4Dnotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine4monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine4shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $objective == "treasure" && $minemapowned == false && $minemap == "mine4" && $mine4Dcontent != "enemy" && $playerdead != true || $objective == "treasure" && $minemapowned == false && $minemap == "mine4" && $mine4Dcontent == "enemy" && $mine4Dnotcleared != true && $playerdead != true>>\
There's also a pile of rubble here that catches your eye. It seems as if someone was trying to mask a narrow side corridor, or a niche in the wall...
<<if $miningtools == 0>>\
You could clear the rubble, but it would require mining tools.
<<else>>\
[[Clear the rubble|getminemap]]
<</if>>\
<</if>>\
<<if $objective == "queen" && $queenscrown < 1 && $crownmine == "mine4" && $mine4Dcontent != "enemy" && $playerdead != true || $objective == "queen" && $queenscrown < 1 && $crownmine == "mine4" && $mine4Dcontent == "enemy" && $mine4Dnotcleared != true && $playerdead != true>>\
There's also a shallow pit here. Something is gleaming in the dirt and rubble at its bottom.
<<if $miningtools == 0>>\
You could dig out the gleaming item, but it would require mining tools.
<<else>>\
[[Dig out the gleaming item|getcrown]]
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Dnotcleared && $mine4Dcontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4G>><<if $mine4Gcontent == "enemy">><<set $currentenemy to $mine4Genemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Gdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Gdesc.name>></span><</switch>></center>\
<<print $mine4Gdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Gnotcleared>>\
<<if $mine4Gcontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Gcontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Gcontent == "depositunstable">><<if $mine4Gdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Gdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4G]]>><<set $mine4Gdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Gdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4G]]>><<set $mine4Gdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Gdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4G]]>><<set $mine4Gdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Gdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4G]]>><<set $mine4Gdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Gcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine4smallpassage == 4 && $mine4smallpassagecleared != true && $mine4Gnotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine4monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine4shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Gnotcleared && $mine4Gcontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4H>><<if $mine4Hcontent == "enemy">><<set $currentenemy to $mine4Henemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Hdesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Hdesc.name>></span><</switch>></center>\
<<print $mine4Hdesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Hnotcleared>>\
<<if $mine4Hcontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Hcontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Hcontent == "depositunstable">><<if $mine4Hdepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Hdepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4H]]>><<set $mine4Hdepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Hdepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4H]]>><<set $mine4Hdepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Hdepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4H]]>><<set $mine4Hdepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Hdepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4H]]>><<set $mine4Hdepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Hcontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $mine4smallpassage == 5 && $mine4smallpassagecleared != true && $mine4Hnotcleared != true && $playerdead != true>>\
After clearing the room you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|mine4monkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|mine4shrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Hnotcleared && $mine4Hcontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<set $currentdungeonroom to $mine4I>><<if $mine4Icontent == "enemy">><<set $currentenemy to $mine4Ienemy>><</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> <<print $mine4Idesc.name>></span><span class = "discovered">.</span><<default>><span class = "roomname"><<print $mine4Idesc.name>></span><</switch>></center>\
<<print $mine4Idesc.desc>>
<<if $minemessage>><span class = "gold">$minemessage</span><<unset $minemessage>><</if>>\
<<if $mine4Inotcleared>>\
<<if $mine4Icontent == "depositsmall">><<depositsmall>>
<<elseif $mine4Icontent == "depositlarge">><<depositlarge>>
<<elseif $mine4Icontent == "depositunstable">><<if $mine4Idepositunstable == 4>>You find a large silver deposit. You could gain a lot of silver from mining it, but the deposit seems unstable. The more silver you mine, the bigger the chance the wall is going to collapse!<</if>>
<<if $miningtools == 0>><span class = "red">You need mining tools to mine the deposit.</span>
<<else>>
<<if $mine4Idepositunstable == 4>>
The unstable deposit is untouched.
<<link[[Mine the unstable deposit|mine4I]]>><<set $mine4Idepositunstable -= 1>><<mineunstable4>><</link>>
<<elseif $mine4Idepositunstable == 3>>
The unstable deposit is barely touched.
<<link[[Mine the unstable deposit|mine4I]]>><<set $mine4Idepositunstable -= 1>><<mineunstable3>><</link>>
<<elseif $mine4Idepositunstable == 2>>
The unstable deposit is partially excavated. Mining it any further is likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>.
<<link[[Mine the unstable deposit|mine4I]]>><<set $mine4Idepositunstable -= 1>><<mineunstable2>><</link>>
<<elseif $mine4Idepositunstable == 1>>
The unstable deposit is almost completely excavated. Mining it any further is very likely to cause a collapse<<if $survival >=1>>, though your survival skills may help you avoid that<</if>>. On the other hand, you see the glint of a gemstone deep in the deposit...
<<link[[Mine the unstable deposit|mine4I]]>><<set $mine4Idepositunstable -= 1>><<mineunstable1>><</link>>
<</if>>\
<</if>>\
<<elseif $mine4Icontent == "enemy">>You encounter $currentenemy.nameundetermined!
<<dungeonfight>><<surprised>>
<</if>>\
<</if>>\
<<if $playerdead>>[[Continue|gameover]]<</if>>\
<<if $mine4Inotcleared && $mine4Icontent == "enemy" || $playerdead>><<else>><div id = "compass"><<dungeoncompass>>
<span id = "tabultrawide">[[Exit the mines|mine4]]</span></div><</if>><<widget "rest">>\
<<if $renown >= 10>>\
<<link [[Rest at the inn to restore HP&MP|$return]]>><<decreaseexplorecounters>><<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>><<if $mirlandasstaffowned > 0>><<set $mirlandasstaffcharges to 10>><</if>><<if $unendinghealth > 0>><<set $unendinghealthdoses to 3>><</if>><<if $unendingmagic > 0>><<set $unendingmagicdoses to 3>><</if>><<set $restmessage to true>><</link>>
<<elseif $silver < 25>>\
Rent a room and rest to restore HP&MP <span class = "red">(25 silver)</span>
<<else>>\
<<link [[Rent a room and rest to restore HP&MP (25 silver)|$return]]>><<set $silver -= 25>><<decreaseexplorecounters>><<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>><<if $mirlandasstaffowned > 0>><<set $mirlandasstaffcharges to 10>><</if>><<if $unendinghealth > 0>><<set $unendinghealthdoses to 3>><</if>><<if $unendingmagic > 0>><<set $unendingmagicdoses to 3>><</if>><<set $restmessage to true>><</link>>
<</if>>\
<</widget>>\
<<widget "hire">>\
<<if $currentallyforhire == "followerweak" && not $followerweakhired>>\
<<if $charisma >= 1>>\
[[(Charisma) Recruit a healer|hirefollowerweak]]
<<else>>\
<span class = "red">(Charisma)</span> Recruit a healer
<</if>>\
<<elseif $currentallyforhire == "followerstrong" && not $followerstronghired>>\
<<if $charisma == 2>>\
[[(Charisma 2) Recruit a mystic|hirefollowerstrong]]
<<else>>\
<span class = "red">(Charisma 2)</span> Recruit a mystic
<</if>>\
<<elseif $currentallyforhire == "mercenaryweak" && not $mercenaryweakhired>>\
<<if $trading >= 1>>\
[[(Trading) Hire a mercenary|hiremercenaryweak]]
<<else>>\
<span class = "red">(Trading)</span> Hire a mercenary
<</if>>\
<<elseif $currentallyforhire == "mercenarystrong" && not $mercenarystronghired>>\
<<if $trading == 2>>\
[[(Trading 2) Hire an elite mercenary|hiremercenarystrong]]
<<else>>\
<span class = "red">(Trading 2)</span> Hire an elite mercenary
<</if>>\
<</if>>\
<</widget>>\
<<widget "unhire">>\
<<if $ally.nameshort == "Devon" || $ally.nameshort == "Rose">>
<<unset $followerweakhired>><<set $unhiremessage to $ally.unhiremessage>>
<<elseif $ally.nameshort == "Cassia" || $ally.nameshort == "Oric">>
<<unset $followerstronghired>><<set $unhiremessage to $ally.unhiremessage>>
<<elseif $ally.nameshort == "Jarec" || $ally.nameshort == "Hilde">>
<<unset $mercenaryweakhired>><<set $unhiremessage to $ally.unhiremessage>>
<<elseif $ally.nameshort == "Myra" || $ally.nameshort == "Magnus">>
<<unset $mercenarystronghired>><<set $unhiremessage to $ally.unhiremessage>>
<<elseif $ally.type == "demon" || $ally.type == "barbarian">>
<<set $unhiremessage to $ally.unhiremessage>>
<<else>><<set $unhiremessage to "">><</if>>
<</widget>>\
You set sail towards your destination.
At dusk, heavy clouds gather in the sky. The wind picks up. A storm is coming!
Soon, your boat is rocking on tall waves. Foamy crests are crashing against it, drenching you in salty spray. Lightning flashes in the dark sky.
You fight to keep your boat from sinking when lightning hits you! You feel sharp pain and fall down to the deck.
<<set _damage to random(15,25)>><<if $ring == "Azure Ring" || $ring == "Dragon King's Ring">><<set _damage to Math.round(_damage/2)>><</if>><<set $playerhp -= _damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
<span class = "gold">You lost _damage HP.</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the lightning strike.
[[Continue|gameover]]
<<else>>\
Miraculously, you survive the lightning strike. You scramble to get back up. The peal of thunder is still ringing in your ears and you are almost blinded, but you grab the rudder and steer your boat through the rough sea.
All through the night the storm rages on. With great effort, you save your boat from sinking and keep it on course. As the morning dawns, the wind calms down. Sun breaks through the clouds. The storm is over!
[[Travel to your destination|$destination]]
<</if>>You set sail towards your destination.
At dusk, heavy clouds gather in the sky. The wind picks up. A storm is coming!
Soon, your boat is rocking on tall waves. Foamy crests are crashing against it, drenching you in salty spray. Lightning flashes in the dark sky.
You do your best to keep the boat from sinking.
<<if $foodsupplies == 0 && $luxuryitems == 0 && $craftingmaterials == 0>>\
As your boat braves the rough seas, some crates are thrown overboard. Luckily, they were empty, as you weren't transporting any cargo.
<<else>><<set _roll to random(1,5)>><<set _roll += $survival>>\
<<if _roll >=5>>\
As your boat braves the rough seas, you notice some of your cargo crates about to be thrown overboard. You manage to save your cargo in the very last moment!
<<else>><<set _lostcargo to ["food supplies", "luxury items", "crafting materials"]>><<if $foodsupplies == 0>><<run _lostcargo.delete("food supplies")>><</if>><<if $luxuryitems == 0>><<run _lostcargo.delete("luxury items")>><</if>><<if $craftingmaterials == 0>><<run _lostcargo.delete("crafting materials")>><</if>><<set $lost to _lostcargo.random()>><<if $lost == "food supplies">><<set $foodsupplies -= 1>><<elseif $lost == "luxury items">><<set $luxuryitems -= 1>><<elseif $lost == "crafting materials">><<set $craftingmaterials -= 1>><<else>><</if>>\
As your boat braves the rough seas, you notice some of your cargo crates about to be thrown overboard. You try to save them, but you're too slow; you see them carried away by the waves.
<span class = "gold">You lost 1 $lost!</span>
<</if>><</if>>\
All through the night the storm rages on. With great effort, you save your boat from sinking and keep it on course. As the morning dawns, the wind calms down. Sun breaks through the clouds. The storm is over!
<<link [[Travel to your destination|$destination]]>><<unset $lost>><</link>>
You set sail towards your destination.
At dusk, heavy clouds gather in the sky. The wind picks up. A storm is coming!
Soon, your boat is rocking on tall waves. Foamy crests are crashing against it, drenching you in salty spray. Lightning flashes in the dark sky.
You fight to keep your boat from sinking when a giant wave throws you overboard!
You try to swim back towards your boat, struggling against the rough sea.
<<if $survival < 2>><<set _damage to random(10,20)>><<set $playerhp -= _damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
As you're tossed about by waves, you quickly lose strength.
<span class = "gold">You lost _damage HP.</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you drown.
[[Continue|gameover]]
<<else>>\
You somehow manage to get back to your boat and climb onboard. You're exhausted, but you grab the rudder and focus on steering.
<</if>>\
<<else>>\
Thanks to your excellent survival skills you get back to your boat without losing much strength. You grab the rudder and focus on steering.
<</if>>\
<<if not $playerdead>>\
All through the night the storm rages on. With great effort, you save your boat from sinking and keep it on course. As the morning dawns, the wind calms down. Sun breaks through the clouds. The storm is over!
[[Travel to your destination|$destination]]
<</if>>\<span class = "heading">CONSUMABLES</span>
<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> (owned: $witchsbrew)
</div>\
<div class="column middle">\
<<if $silver >= $witchsbrewbuyprice>>\
<<link [["Buy (" + $witchsbrewbuyprice + " silver)"|witchbuy]]>><<set $witchsbrew += 1>><<set $silver -= $witchsbrewbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $witchsbrewbuyprice>> silver)</span>
<</if>>\
</div>\
</div>\
<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> (owned: $witchsremedy)
</div>\
<div class="column middle">\
<<if $silver >= $witchsremedybuyprice>>\
<<link [["Buy (" + $witchsremedybuyprice + " silver)"|witchbuy]]>><<set $witchsremedy += 1>><<set $silver -= $witchsremedybuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $witchsremedybuyprice>> silver)</span>
<</if>>\
</div>\
</div>\
<<if $levitationpotionunlocked>>\
<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> (owned: $levitationpotion)
</div>\
<div class="column middle">\
<<if $silver >= $levitationpotionbuyprice>>\
<<link [["Buy (" + $levitationpotionbuyprice + " silver)"|witchbuy]]>><<set $levitationpotion += 1>><<set $silver -= $levitationpotionbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $levitationpotionbuyprice>> silver)</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $physicalshieldpotionunlocked>>\
<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> (owned: $physicalshieldpotion)
</div>\
<div class="column middle">\
<<if $silver >= $physicalshieldpotionbuyprice>>\
<<link [["Buy (" + $physicalshieldpotionbuyprice + " silver)"|witchbuy]]>><<set $physicalshieldpotion += 1>><<set $silver -= $physicalshieldpotionbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $physicalshieldpotionbuyprice>> silver)</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $magicshieldpotionunlocked>>\
<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> (owned: $magicshieldpotion)
</div>\
<div class="column middle">\
<<if $silver >= $magicshieldpotionbuyprice>>\
<<link [["Buy (" + $magicshieldpotionbuyprice + " silver)"|witchbuy]]>><<set $magicshieldpotion += 1>><<set $silver -= $magicshieldpotionbuyprice>><</link>>
<<else>>\
<span class = "red">Buy (<<print $magicshieldpotionbuyprice>> silver)</span>
<</if>>\
</div>\
</div>\
<</if>>\
[[Back|witch]]<<set $witchpersuaded to true>>\
You smile at the Witch and tell her you visited her because you've been looking for the most powerful potions for a long, long time. You've checked many shops and alchemists' labs, but you've been disappointed times and times again by what they had to offer.
The Witch chuckles.
"Flattery," she says. "But you're good at it, I must admit. All right. Since you came all the way here, I'll trade with you."
You can now trade with the Witch!
[[Back|witch]]
<<if $levitationpotionunlocked && $physicalshieldpotionunlocked && $magicshieldpotionunlocked>>\
The Witch smiles.
"Well, that's all my recipes finished. Thank you again, adventurer. Do come back if you need a potion."
[[Back|witch]]
<<else>>\
The Witch explains:
"I'm working on some unique mixtures, but I lack the key ingredients. If you bring them to me, I'll give you one vial of the finished potion for free, and sell you more if you want."
<<if $levitationpotionunlocked != true>>\
The Witch points at a cauldron filled with a blueish mixture. A thin mist hangs over the surface of the mixture.
"This is going to be the levitation potion. I need a set of wyvern's teeth to finish it. So, if you happen to hunt a wyvern, you'll know what to do."
<</if>>\
<<if $physicalshieldpotionunlocked != true>>\
The Witch points at a cauldron filled with a thick, grey mixture.
"This will be a powerful shield potion that makes you invulnerable to all physical damage for a short time. I still need a golem's core to finish it. These cores power magical automatons."
<</if>>\
<<if $magicshieldpotionunlocked != true>>\
The Witch points to a cauldron filled with a transparent, bubbling fluid.
"This shield potion will protect the user from all magic damage for a short time. I still have to add a soul shard. Soul shards can only be obtained by destroying a soulless husk... so be very careful."
<</if>>\
<<if $wyvernteeth > 0 && $levitationpotionunlocked != true>>\
<<link [[Give the wyvern teeth|unlocklevitationpotion]]>><<set $wyvernteeth -= 1>><<set $levitationpotionunlocked to true>><<set $levitationpotion += 1>><</link>>
<</if>>\
<<if $golemscore > 0 && $physicalshieldpotionunlocked != true>>\
<<link [[Give the golem's core|unlockphysicalshieldpotion]]>><<set $golemscore -= 1>><<set $physicalshieldpotionunlocked to true>><<set $physicalshieldpotion += 1>><</link>>
<</if>>\
<<if $soulshard > 0 && $magicshieldpotionunlocked != true>>\
<<link [[Give the soul shard|unlockmagicshieldpotion]]>><<set $soulshard -= 1>><<set $magicshieldpotionunlocked to true>><<set $magicshieldpotion += 1>><</link>>
<</if>>\
[[Back|witch]]
<</if>>You give the wyvern teeth to the witch. She immediately gets to work on the levitation potion. After a while, she pours the finished potion into small vials and gives you one.
"Thanks for your help. Here, you earned this."
<span class = "gold">You lost wyvern teeth!
You received a levitation potion!</span>
[[Back|witchingredients]]You give the golem's core to the witch. She immediately gets to work on the shield potion. After a while, she pours the finished potion into small vials and gives you one.
"Thanks for your help. Here, you earned this."
<span class = "gold">You lost a golem's core!
You received a physical shield potion!</span>
[[Back|witchingredients]]You give the soul shard to the witch. She immediately gets to work on the shield potion. After a while, she pours the finished potion into small vials and gives you one.
"Thanks for your help. Here, you earned this."
<span class = "gold">You lost a soul shard!
You received a magic shield potion!</span>
[[Back|witchingredients]]<<set $collectorunlocked to true>>\
With an expression of hurt pride you explain you're one of the most successful merchants in the Archipelago. When you start telling the servant about your trading exploits, he says:
"Oh, I see. Forgive me for making assumptions. Please, wait here. I'll go and ask my master."
He returns after a while and ushers you in with a smile.
"This way. My master will see you now."
You're led to a big, opulent living room, in which dozens of rare objects are displayed. There are paintings, ornate masks and skulls of strange beasts on the walls, and glass cases with gemstones, jewellery, ceremonial knives and small statuettes along the walls.
In the middle of the room a short, bald man is sitting in an armchair.
"Welcome!" he says, showing you a chair. "Sit down. I've heard you're a merchant. I'm curious to see your wares. I'm sure you already know I pay well – very well – for objects I find interesting. But I'm also a man of sublime tastes, and only buy rare and beautiful things. So, let's see what you brought. Oh, by the way, I'm also trying to free up some space in my collection, so I can sell you some items I no longer want."
[[Trade with the collector|collectorsell]]<span class = "bigheader">[[BUY|collectorbuy]]<span id = "tab">SELL</span></span>
<<if $beautifulcarafe > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful carafe">><<script>>
Dialog.setup("Beautiful carafe");
Dialog.wiki(Story.get("beautifulcarafe").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $beautifulcarafe)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $beautifulcarafe -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulchalice > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful chalice">><<script>>
Dialog.setup("Beautiful chalice");
Dialog.wiki(Story.get("beautifulchalice").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $beautifulchalice)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $beautifulchalice -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulcrystal > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful crystal">><<script>>
Dialog.setup("Beautiful crystal");
Dialog.wiki(Story.get("beautifulcrystal").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $beautifulcrystal)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $beautifulcrystal -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifullocket > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful locket">><<script>>
Dialog.setup("Beautiful locket");
Dialog.wiki(Story.get("beautifullocket").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $beautifullocket)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $beautifullocket -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulstatuette > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful statuette">><<script>>
Dialog.setup("Beautiful statuette");
Dialog.wiki(Story.get("beautifulstatuette").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $beautifulstatuette)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $beautifulstatuette -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $beautifulvial > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Beautiful vial">><<script>>
Dialog.setup("Beautiful vial");
Dialog.wiki(Story.get("beautifulvial").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $beautifulvial)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $beautifulvial -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $rareconch > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare conch">><<script>>
Dialog.setup("Rare conch");
Dialog.wiki(Story.get("rareconch").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rareconch)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $rareconch -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $rarefossil > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare fossil">><<script>>
Dialog.setup("Rare fossil");
Dialog.wiki(Story.get("rarefossil").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rarefossil)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $rarefossil -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $rarerum > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare rum">><<script>>
Dialog.setup("Rare rum");
Dialog.wiki(Story.get("rarerum").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rarerum)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $rarerum -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $rareskull > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare skull">><<script>>
Dialog.setup("Rare skull");
Dialog.wiki(Story.get("rareskull").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rareskull)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $rareskull -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
<<if $rarevintagewine > 0>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare vintage wine">><<script>>
Dialog.setup("Rare vintage wine");
Dialog.wiki(Story.get("rarevintagewine").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rarevintagewine)
</div>\
<div class="column middle">\
<<link [[Sell for 2500 silver|collectorsell]]>><<set $rarevintagewine -= 1>><<set $silver += 2500>><</link>>
</div>\
</div>\
<</if>>\
[[Back|$currentisland]]<span class = "bigheader">BUY<span id = "tab">[[SELL|collectorsell]]</span></span>
<<if not $collectorgolemscorebought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Golem's core">><<script>>
Dialog.setup("Golem's core");
Dialog.wiki(Story.get("golemscore").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $golemscore)
</div>\
<div class="column middle">\
<<if $silver >= $golemscorebuyprice>>\
<<link [["Buy for " + $golemscorebuyprice + " silver"|collectorbuy]]>><<set $golemscore += 1>><<set $collectorgolemscorebought to true>><<set $silver -= $golemscorebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $golemscorebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $collectorsoulshardbought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Soul shard">><<script>>
Dialog.setup("Soul shard");
Dialog.wiki(Story.get("soulshard").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $soulshard)
</div>\
<div class="column middle">\
<<if $silver >= $soulshardbuyprice>>\
<<link [["Buy for " + $soulshardbuyprice + " silver"|collectorbuy]]>><<set $soulshard += 1>><<set $collectorsoulshardbought to true>><<set $silver -= $soulshardbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $soulshardbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $collectorwyvernteethbought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Wyvern teeth">><<script>>
Dialog.setup("Wyvern teeth");
Dialog.wiki(Story.get("wyvernteeth").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $wyvernteeth)
</div>\
<div class="column middle">\
<<if $silver >= $wyvernteethbuyprice>>\
<<link [["Buy for " + $wyvernteethbuyprice + " silver"|collectorbuy]]>><<set $wyvernteeth += 1>><<set $collectorwyvernteethbought to true>><<set $silver -= $wyvernteethbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $wyvernteethbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $collectorpursebought>>\
<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> (owned: $purseofunendingcoins)
</div>\
<div class="column middle">\
<<if $silver >= $purseofunendingcoinsbuyprice>>\
<<link [["Buy for " + $purseofunendingcoinsbuyprice + " silver"|collectorbuy]]>><<set $purseofunendingcoins += 1>><<set $purseuses to 10>><<set $collectorpursebought to true>><<set $silver -= $purseofunendingcoinsbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $purseofunendingcoinsbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $collectoremblembought>>\
<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> (owned: $mercenaryemblem)
</div>\
<div class="column middle">\
<<if $silver >= $mercenaryemblembuyprice>>\
<<link [["Buy for " + $mercenaryemblembuyprice + " silver"|collectorbuy]]>><<set $collectoremblembought to true>><<set $mercenaryemblem += 1>><<set $silver -= $mercenaryemblembuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $mercenaryemblembuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $collectorpearlbought>>\
<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> (owned: $dragonpearl)
</div>\
<div class="column middle">\
<<if $silver >= $dragonpearlbuyprice>>\
<<link [["Buy for " + $dragonpearlbuyprice + " silver"|collectorbuy]]>><<set $dragonpearl += 1>><<set $collectorpearlbought to true>><<set $silver -= $dragonpearlbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $dragonpearlbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
[[Back|$currentisland]]You're sailing the open seas when you spot a two-masted ship in the distance. Its sails are hanging in tatters and you see no sign of crew on the deck. The ship seems to be drifting, abandoned.
<<link [[Examine the abandoned ship|getrum]]>><<set $rarerum += 1>><</link>>
[[Travel to your destination|$destination]]<<run $uniquetravelevents.delete("shiprum")>>\
As you sail closer, you notice the ship's hull is undamaged. You still can't see any sign of the crew.
You tie your boat to the larger vessel and climb onboard the abandoned ship.
There's no one on the deck, nor in any of the cabins, nor in the cargo hold, which is full of empty crates and barrels. It's as if the sailors all disappeared from the ship by magic.
While searching the ship, you find an old bottle of rum, kept in a glass cabinet in the captain's quarters. It must be worth a lot of silver!
<span class = "gold">You received Rare rum!</span>
[[Travel to your destination|$destination]]An old bottle of very pricey rum.
<a class="link-internal ui-close">Close</a>The notes describe a pillar of black stone, located deep in the wilderness of <<print $dragonpillarlocationname>>. The pillar is decorated with carvings of flying dragons.
<<if not $dragonpillardiscovered>>\
You now know the location of the Black Stone Pillar!
<<set $dragonpillardiscovered to true>>\
<<else>>\
You already know the location of the Black Stone Pillar.
<</if>>\
[[Back|bookpillars]]
[[Read a different book|library]]
[[Return to the Main Hall|academy]]
The notes describe a pillar of white stone, located in a secluded part of <<print $oceanpillarlocationname>>. The pillar is richly decorated with carvings of humans and merfolk. The author of the notes speculates it has some sort of connection to the legendary Coral City – a hidden human-merfolk enclave.
<<if not $oceanpillardiscovered>>\
You now know the location of the White Stone Pillar!
<<set $oceanpillardiscovered to true>>\
<<else>>\
You already know the location of the White Stone Pillar.
<</if>>\
[[Back|bookpillars]]
[[Read a different book|library]]
[[Return to the Main Hall|academy]]
The notes describe a pillar of yellow stone, located in a remote area of <<print $treasurepillarlocationname>>. The author briefly describes the weathered carvings on the pillar – they show some sort of a map, a warrior with a sword and, interestingly, the pillar itself.
<<if not $treasurepillardiscovered>>\
You now know the location of the Yellow Stone Pillar!
<<set $treasurepillardiscovered to true>>\
<<else>>\
You already know the location of the Yellow Stone Pillar.
<</if>>\
[[Back|bookpillars]]
[[Read a different book|library]]
[[Return to the Main Hall|academy]]
<<set $herosgauntletdiscovered to true>>\
You come closer and touch the weathered carvings on the pillar. You move your fingers over the depiction of a proud warrior standing on a hill, surrounded by a circle of rocks. Near the bottom of the pillar there's another carving, which seems to depict... the pillar itself?
You realise you're looking at a map! It must be showing the vicinity of the pillar. If you find the hill surrounded by the circle of rocks, you'll learn what the carving of the warrior signifies.
[[Back|treasurepillar]]<<switch visited()>>\
<<case 1>>\
You follow the ancient map you found on the pillar.
After a short trek through wilderness you reach a secluded valley with a mound-shaped hill in the middle. The hill is surrounded by a ring of standing stones.
You come closer, looking for anything unusual. Suddenly, you spot an old stone door at the foot of the hill. It's <<if $currentislandterrain == "forest">>covered with hanging moss<<elseif $currentislandterrain == "grassy">>hidden behind tall, dry grass<<elseif $currentislandterrain == "icy">>covered with a thick layer of ice<<elseif $currentislandterrain == "jungle">>overgrown with flowers and fern,<<elseif $currentislandterrain == "marshy">>covered by a heap of muddy soil that slipped from above<<elseif $currentislandterrain == "rocky">>perfectly blending with the rocky slope of the hill<<elseif $currentislandterrain == "sandy">>covered by a pile of sand blown by the wind<<else>>covered by a heap of volcanic ash<</if>> and barely visible. You're certain no one has been here in a very long time.
<<default>>\
You're in the valley with the hill surrounded by standing stones. There's a stone door at the foot of the hill.
<</switch>>\
A weathered carving on the door reads:
"Enter the Hero's Gauntlet, o brave soul, and claim my sword, if you can."
<<if $reallybigswordrecovered>>\
You've already claimed the Really Big Sword which lied hidden under the hill.
<<else>>\
[[Go through the door|herosgauntlet]]
<</if>>\
<<link [[Return to town|$currentisland]]>><<unset $nopillardesc>><</link>><<set _methods to 0>>\
<<switch visited()>>\
<<case 1>>\
You push the stone door, which opens surprisingly easily.
Behind the door is a short corridor leading deeper inside the hill. Dim light is streaming in through narrow shafts in the ceiling.
You follow it for a while until you reach a great chamber. You suddenly stop when you notice you're standing on a narrow ledge, over a bottomless pit!
It's as if you were inside an enormous, hollow egg; there's a rock dome above you and a dark abyss below. In the middle of the chamber you see a tall stone pillar; its lower part disappears in the darkness of the pit. On the pillar there lies a giant, two-handed sword. There's a small opening in the ceiling, right above the sword; the blade glints in the beam of light that streams through it.
You've never seen a sword like that before. Its sheer size makes it unusual, as well as the sense of might which emanates from it. The weapon is plain and simple, but you're convinced it's special.
<<default>>\
You're on the narrow ledge over a bottomless pit, in a chamber with domed ceiling and the stone pillar. A giant sword rests on the pillar.
<</switch>>\
<<if $ally.nameshort == "giant eagle" || $ally.nameshort == "feathered serpent" || $ally.nameshort == "griffin" || $ally.nameshort == "wyvern">><<set _methods += 1>>\
<<link [["Send your " + $ally.nameshort + " to get the sword"|getswordbeast]]>><<set $reallybigswordowned += 1>><<set $reallybigswordrecovered to true>><</link>>
<</if>>\
<<if $levitationpotion >= 1>><<set _methods += 1>>\
<<link [[Drink a levitation potion to get to the sword|getswordpotion]]>><<set $reallybigswordowned += 1>><<set $reallybigswordrecovered to true>><<set $levitationpotion -= 1>><</link>>
<</if>>\
<<if $armour == "Winged Cuirass">><<set _methods += 1>>\
<<link [[Fly to the pillar using the Winged Cuirass|getswordcuirass]]>><<set $reallybigswordowned += 1>><<set $reallybigswordrecovered to true>><</link>>
<</if>>\
<<if $dragonpearl > 0>><<set _methods += 1>>\
<<link [[Use a dragon pearl to transform and fly to the pillar|getsworddragonpearl]]>><<set $reallybigswordowned += 1>><<set $reallybigswordrecovered to true>><<set $dragonpearl -= 1>><</link>>
<</if>>\
<<if _methods == 0>>\
You see no way of getting to the sword right now.
<</if>>\
[[Return to town|$currentisland]]<<set $greatdeeds.push(setup.herosgauntlet)>><<set $greatdeedsrewards.push(setup.herosgauntlet)>>\
You call on your tamed $ally.nameshort and point to the sword. The beast flies over the bottomless pit and grabs the sword. It struggles to pick it up, but finally succeeds. It brings the sword and drops it at your feet.
You take the giant blade, admiring the strength emanating from its simple form. You have no doubt it's the sword of a true hero.
<span class = "gold">You obtained the Really Big Sword!</span>
You've recovered the treasure of Hero's Gauntlet. You have no reason to stay in the underground chamber any longer, so you turn back and leave.
[[Return to town|$currentisland]]<<set $greatdeeds.push(setup.herosgauntlet)>><<set $greatdeedsrewards.push(setup.herosgauntlet)>>\
You drink a levitation potion. Immediately, you feel very light and start floating in the air.
You fly towards the stone pillar and grab the hilt of the giant sword. The sword starts weighing you down and the potion's effect wears out quicker than usual!
Losing height, you turn towards the rock ledge and manage to reach it just in time.
You drop down onto the ledge. You're safe now and can take a closer look at the sword.
You examine the giant blade, admiring the strength emanating from its simple form. You have no doubt it's the sword of a true hero.
<span class = "gold">You obtained the Really Big Sword!</span>
You've recovered the treasure of Hero's Gauntlet. You have no reason to stay in the underground chamber any longer, so you turn back and leave.
[[Return to town|$currentisland]]<<set $greatdeeds.push(setup.herosgauntlet)>><<set $greatdeedsrewards.push(setup.herosgauntlet)>>\
You spread the wings of the enchanted Cuirass and fly to the stone pillar. You pick up the giant sword and fly back to the ledge.
You examine the giant blade, admiring the strength emanating from its simple form. You have no doubt it's the sword of a true hero.
<span class = "gold">You obtained the Really Big Sword!</span>
You've recovered the treasure of Hero's Gauntlet. You have no reason to stay in the underground chamber any longer, so you turn back and leave.
[[Return to town|$currentisland]]<<set $greatdeeds.push(setup.herosgauntlet)>><<set $greatdeedsrewards.push(setup.herosgauntlet)>>\
You swallow a dragon pearl and transform into a mighty beast. You spread your wings and fly to the stone pillar. You grab the giant sword with your talons and fly back to the ledge.
The power of the dragon pearl wears out just as you reach the ledge. You gently drop down onto it, back in your human form.
You examine the giant blade, admiring the strength emanating from its simple form. You have no doubt it's the sword of a true hero.
<span class = "gold">You obtained the Really Big Sword!</span>
You've recovered the treasure of Hero's Gauntlet. You have no reason to stay in the underground chamber any longer, so you turn back and leave.
[[Return to town|$currentisland]]The Guildmaster welcomes you with a quick nod and tells you anyone can become the member of the Hunters' Guild, but she advises any potential recruits to carefully consider their skills, as working for the Guild is dangerous. If you're confident you can handle the biggest, wildest beasts in the Archipelago, you can become a member by simply paying 500 silver to the Guildmaster. You'll then be assigned quests, which can earn you handsome rewards.
"I think you've got what it takes to join us," she adds. "I see it in your eyes."
<<if $silver >= 500>>\
<<link [[Become a member of the Guild (500 silver)|membershippay]]>><<set $silver -= 500>><<set $guildmember to true>><</link>>
<<else>>\
<span class = "red">Become a member of the Guild (500 silver)</span>
<</if>>\
[[Back|huntersguild]]The Guildmaster takes your silver and hands you a small silver badge.
"Welcome to the Guild, $playername," she says. "I hope you'll bring us fame and honour. If you want to take up a quest in the name of the Guild, come and talk with me."
[[Back|huntersguild]] <<run $explore.delete("priestess")>><<run $travelevents.push("priestesssea")>>\
Walking the streets of the old port town on $currentislandname, you<<if $priestessmet>> meet the priestess of the Order of Light. She's talking to a group of locals, gathered around her. When you approach, the priestess recognizes you and greets you warmly.<<else>> happen upon a crowd of people gathered around an elderly woman in white robes. The woman is speaking about the Order of Light, of which she is a priestess. There's a small cart with various wares next to her.
The priestess is explaining the mission of the Order – enlightening people and healing them with the power of the divine Light.<</if>>
[[Ask the priestess about the Order of Light|orderask]]
<<if $playerhp == $playermaxhp>>\
Ask the priestess to heal you <span class = "red">(your HP is full!)</span>
<<else>>\
[[Ask the priestess to heal you|priestessheal]]
<</if>>\
[[Look at the priestess's wares|priestesstrade]]
<<link [[Walk away|$currentisland]]>><<set $priestessmet to true>> <</link>>The priestess smiles at you welcomingly.
She explains she is an emissary of her Order, which has its headquarters far away on the continent. She travels the Archipelago, spreading the Light of knowledge and compassion.
She talks about the beliefs and code of the Order of Light, the healing magic they practice and her long and adventurous travels. Many other people stop to listen.
<<if $orderasked>>Her stories are interesting, but you've heard them before.<<else>><<set $orderasked to true>><<set $exp += 200>><<set $exptotal += 200>>You find her stories enlightening. <span class = "gold">You gain 200 EXP!</span><</if>>\
[[Back|priestess]]
[[Leave the company of the priestess|$currentisland]]
<<set $playerhp to $playermaxhp>>\
"Of course," says the priestess. "May you find strength in the Light."
She holds her head above your forehead. You feel a pleasant warmth spreading through your body.
<span class = "gold">Your HP was fully restored!</span>
[[Back|priestess]]
[[Leave the company of the priestess|$currentisland]]You ask the priestess about her wares. She explains she sells some potions and magic items crafted by the Order of Light and invites you to take a closer look.
<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> (owned: $blessedointment)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($blessedointmentbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($blessedointmentbuyprice * 2/3) + " silver"|priestesstrade]]>><<set $blessedointment += 1>><<set $silver -= Math.round($blessedointmentbuyprice * 2/3)>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($blessedointmentbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionbighealth)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($potionbigbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($potionbigbuyprice * 2/3) + " silver"|priestesstrade]]>><<set $potionbighealth += 1>><<set $silver -= Math.round($potionbigbuyprice * 2/3)>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($potionbigbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<<if not $priestesspotionbought>>\
<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> (owned: $potionultimatehealth)
</div>\
<div class="column middle">\
<<if $silver >= $potionultimatebuyprice>>\
<<link [["Buy for " + $potionultimatebuyprice + " silver"|priestesstrade]]>><<set $potionultimatehealth += 1>><<set $priestesspotionbought to true>><<set $silver -= $potionultimatebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionultimatebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $priestessmagicpotionbought>>\
<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> (owned: $potionultimatemagic)
</div>\
<div class="column middle">\
<<if $silver >= $potionultimatebuyprice>>\
<<link [["Buy for " + $potionultimatebuyprice + " silver"|priestesstrade]]>><<set $potionultimatemagic += 1>><<set $priestessmagicpotionbought to true>><<set $silver -= $potionultimatebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionultimatebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $holysymbolbought>>\
<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> (owned: $holysymbol)
</div>\
<div class="column middle">\
<<if $silver >= $holysymbolbuyprice>>\
<<link [["Buy for " + $holysymbolbuyprice + " silver"|priestesstrade]]>><<set $holysymbol += 1>><<set $holysymbolbought to true>><<set $silver -= $holysymbolbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $holysymbolbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $saintshauberkbought>>\
<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> (owned: $saintshauberk)
</div>\
<div class="column middle">\
<<if $silver >= $saintshauberkbuyprice>>\
<<link [["Buy for " + $saintshauberkbuyprice + " silver"|priestesstrade]]>><<set $saintshauberk += 1>><<set $silver -= $saintshauberkbuyprice>><<set $saintshauberkbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print $saintshauberkbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
[[Back|priestess]]
<<link [[Leave the company of the priestess|$currentisland]]>><<unset $priestesspotionbought>><<unset $priestessmagicpotionbought>><</link>>The holy symbol of the Order of Light:
a small silver lantern with a flame made
of an amber shard. It emanates positive magic.
When equipped, Lesser healing and Grand
healing restore 1.5 times the normal HP.
<a class="link-internal ui-close">Close</a><<widget "sethunts">>
<<set $currenthunt to "none">>
<<set _huntislands to [$island1, $island2, $island3, $island4, $island5, $island6, $island7, $island8, $island9, $island10, $island11, $island12, $island13, $island14, $island15, $island16]>>
<<if $island1activity == "mainmarket">><<run _huntislands.delete($island1)>>
<<elseif $island2activity == "mainmarket">><<run _huntislands.delete($island2)>>
<<elseif $island3activity == "mainmarket">><<run _huntislands.delete($island3)>>
<<elseif $island4activity == "mainmarket">><<run _huntislands.delete($island4)>>
<<elseif $island5activity == "mainmarket">><<run _huntislands.delete($island5)>>
<<elseif $island6activity == "mainmarket">><<run _huntislands.delete($island6)>>
<<elseif $island7activity == "mainmarket">><<run _huntislands.delete($island7)>>
<<elseif $island8activity == "mainmarket">><<run _huntislands.delete($island8)>>
<<elseif $island9activity == "mainmarket">><<run _huntislands.delete($island9)>>
<<elseif $island10activity == "mainmarket">><<run _huntislands.delete($island10)>>
<<elseif $island11activity == "mainmarket">><<run _huntislands.delete($island11)>>
<<elseif $island12activity == "mainmarket">><<run _huntislands.delete($island12)>>
<<elseif $island13activity == "mainmarket">><<run _huntislands.delete($island13)>>
<<elseif $island14activity == "mainmarket">><<run _huntislands.delete($island14)>>
<<elseif $island15activity == "mainmarket">><<run _huntislands.delete($island15)>>
<<elseif $island16activity == "mainmarket">><<run _huntislands.delete($island16)>>
<</if>>
<<set $hunt1island to _huntislands.pluck()>>
<<set $hunt2island to _huntislands.pluck()>>
<<set $hunt3island to _huntislands.pluck()>>
<<set $hunt4island to _huntislands.pluck()>>
<<set $hunt5island to _huntislands.pluck()>>
<<set $hunt1enemy to setup.darkwolf>>
<<if $hunt2island.terrain == "grassy">><<set $hunt2enemy to setup.razorbeak>><<elseif $hunt2island.terrain == "forest">><<set $hunt2enemy to setup.bloodboar>><<else>><<set $hunt2enemy to setup.gravescorpion>><</if>>
<<set _hunt3enemies to [setup.phantomspider, setup.giantserpent]>>
<<if $hunt3island.terrain == "rocky">><<set $hunt3enemy to setup.rockcrab>><<elseif $hunt3island.terrain == "icy">><<set $hunt3enemy to setup.snowlion>><<else>><<set $hunt3enemy to _hunt3enemies.random()>><</if>>
<<set _hunt4enemies to [setup.gianteagle, setup.stoneeel]>>
<<set $hunt4enemy to _hunt4enemies.random()>>
<<set _hunt5enemies to [setup.griffin, setup.fireserpent]>>
<<set $hunt5enemy to _hunt5enemies.random()>>
<</widget>>
<<widget "fighthunt1">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt1enemy>><<set $enemy.maxhp to 55>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant dark wolf">><<set $enemy.namecapitalised to "The giant dark wolf">><<set $enemy.namefullcaps to "GIANT DARK WOLF">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 120>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt1win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt1enemy>><<set $enemy.maxhp to 55>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant dark wolf">><<set $enemy.namecapitalised to "The giant dark wolf">><<set $enemy.namefullcaps to "GIANT DARK WOLF">><<set $enemy.exp to 120>><<set $winroom to "hunt1win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt2razorbeak">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt2enemy>><<set $enemy.maxhp to 60>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant razorbeak">><<set $enemy.namecapitalised to "The giant razorbeak">><<set $enemy.namefullcaps to "GIANT RAZORBEAK">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 180>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt2win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt2enemy>><<set $enemy.maxhp to 60>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant razorbeak">><<set $enemy.namecapitalised to "The giant razorbeak">><<set $enemy.namefullcaps to "GIANT RAZORBEAK">><<set $enemy.exp to 180>><<set $winroom to "hunt2win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt2bloodboar">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt2enemy>><<set $enemy.maxhp to 70>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant blood boar">><<set $enemy.namecapitalised to "The giant blood boar">><<set $enemy.namefullcaps to "GIANT BLOOD BOAR">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 180>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt2win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt2enemy>><<set $enemy.maxhp to 70>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant blood boar">><<set $enemy.namecapitalised to "The giant blood boar">><<set $enemy.namefullcaps to "GIANT BLOOD BOAR">><<set $enemy.exp to 180>><<set $winroom to "hunt2win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt2gravescorpion">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt2enemy>><<set $enemy.maxhp to 60>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant grave scorpion">><<set $enemy.namecapitalised to "The giant grave scorpion">><<set $enemy.namefullcaps to "GIANT GRAVE SCORPION">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 180>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt2win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt2enemy>><<set $enemy.maxhp to 60>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the giant grave scorpion">><<set $enemy.namecapitalised to "The giant grave scorpion">><<set $enemy.namefullcaps to "GIANT GRAVE SCORPION">><<set $enemy.exp to 180>><<set $winroom to "hunt2win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt3phantomspider">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 60>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious phantom spider">><<set $enemy.namecapitalised to "The ferocious phantom spider">><<set $enemy.namefullcaps to "FEROCIOUS PHANTOM SPIDER">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 240>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 60>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious phantom spider">><<set $enemy.namecapitalised to "The ferocious phantom spider">><<set $enemy.namefullcaps to "FEROCIOUS PHANTOM SPIDER">><<set $enemy.exp to 240>><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt3giantserpent">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 75>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious giant serpent">><<set $enemy.namecapitalised to "The ferocious giant serpent">><<set $enemy.namefullcaps to "FEROCIOUS GIANT SERPENT">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 240>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 75>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious giant serpent">><<set $enemy.namecapitalised to "The ferocious giant serpent">><<set $enemy.namefullcaps to "FEROCIOUS GIANT SERPENT">><<set $enemy.exp to 240>><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt3snowlion">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 75>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious snow lion">><<set $enemy.namecapitalised to "The ferocious snow lion">><<set $enemy.namefullcaps to "FEROCIOUS SNOW LION">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 240>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 75>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious snow lion">><<set $enemy.namecapitalised to "The ferocious snow lion">><<set $enemy.namefullcaps to "FEROCIOUS SNOW LION">><<set $enemy.exp to 240>><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt3rockcrab">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 75>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious rock crab">><<set $enemy.namecapitalised to "The ferocious rock crab">><<set $enemy.namefullcaps to "ROCK CRAB">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 240>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt3enemy>><<set $enemy.maxhp to 75>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the ferocious rock crab">><<set $enemy.namecapitalised to "The ferocious rock crab">><<set $enemy.namefullcaps to "ROCK CRAB">><<set $enemy.exp to 240>><<set $winroom to "hunt3win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt4gianteagle">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt4enemy>><<set $enemy.maxhp to 80>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the aggressive giant eagle">><<set $enemy.namecapitalised to "The aggressive giant eagle">><<set $enemy.namefullcaps to "AGGRESSIVE GIANT EAGLE">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 360>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt4win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt4enemy>><<set $enemy.maxhp to 80>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the aggressive giant eagle">><<set $enemy.namecapitalised to "The aggressive giant eagle">><<set $enemy.namefullcaps to "AGGRESSIVE GIANT EAGLE">><<set $enemy.exp to 360>><<set $winroom to "hunt4win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt4stoneeel">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt4enemy>><<set $enemy.maxhp to 105>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the aggressive stone eel">><<set $enemy.namecapitalised to "The aggressive stone eel">><<set $enemy.namefullcaps to "AGGRESSIVE STONE EEL">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 360>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt4win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt4enemy>><<set $enemy.maxhp to 105>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the aggressive stone eel">><<set $enemy.namecapitalised to "The aggressive stone eel">><<set $enemy.namefullcaps to "AGGRESSIVE STONE EEL">><<set $enemy.exp to 360>><<set $winroom to "hunt4win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt5griffin">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt5enemy>><<set $enemy.maxhp to 135>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous griffin">><<set $enemy.namecapitalised to "The monstrous griffin">><<set $enemy.namefullcaps to "MONSTROUS GRIFFIN">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 600>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt5win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt5enemy>><<set $enemy.maxhp to 135>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous griffin">><<set $enemy.namecapitalised to "The monstrous griffin">><<set $enemy.namefullcaps to "MONSTROUS GRIFFIN">><<set $enemy.exp to 600>><<set $winroom to "hunt5win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
<<widget "fighthunt5fireserpent">>
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to $hunt5enemy>><<set $enemy.maxhp to 120>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous fire serpent">><<set $enemy.namecapitalised to "The fire serpent">><<set $enemy.namefullcaps to "MONSTROUS FIRE SERPENT">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 600>><<set $escapedroom to "huntescaped">><<set $winroom to "hunt5win">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to $hunt5enemy>><<set $enemy.maxhp to 120>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous fire serpent">><<set $enemy.namecapitalised to "The fire serpent">><<set $enemy.namefullcaps to "MONSTROUS FIRE SERPENT">><<set $enemy.exp to 600>><<set $winroom to "hunt5win">><<set $playermessage to "">><</link>><</if>>\
<</widget>>\
You escape from the vicious beast.
If you want to complete your hunting mission, you have to return here and kill it.
[[Continue|$currentisland]]<<set $huntreward to true>><<unset $huntcanyonchecked, $huntcavechecked, $trackingmessage>>\
The giant dark wolf which threatened the people of <<print $hunt1island.name>> lies dead before you. Even in death, the beast looks fearsome.
You can return to the Hunters' Guild now and claim your reward!
[[Continue|$currentisland]]<<set $huntreward to true>><<unset $huntcanyonchecked, $huntcavechecked, $huntopenareachecked, $huntwillowschecked, $huntcliffchecked, $trackingmessage>>\
<<print $hunt2enemy.namecapitalised>> which terrorised the people of <<print $hunt2island.name>> lies dead before you.
You can return to the Hunters' Guild now and claim your reward!
[[Continue|$currentisland]]<<set $huntreward to true>><<unset $huntcanyonchecked, $huntcavechecked, $huntopenareachecked, $huntwillowschecked, $huntcliffchecked, $trackingmessage>>\
<<print $hunt3enemy.namecapitalised>> which terrorised the people of <<print $hunt3island.name>> lies dead before you.
You can return to the Hunters' Guild now and claim your reward!
[[Continue|$currentisland]]<<set $huntreward to true>><<unset $huntcanyonchecked, $huntcavechecked, $huntopenareachecked, $huntwillowschecked, $huntcliffchecked, $trackingmessage>>\
<<print $hunt4enemy.namecapitalised>> which terrorised the people of <<print $hunt4island.name>> lies dead before you.
You can return to the Hunters' Guild now and claim your reward!
[[Continue|$currentisland]]<<set $huntreward to true>><<unset $huntcanyonchecked, $huntcavechecked, $huntopenareachecked, $huntwillowschecked, $huntcliffchecked, $trackingmessage>>\
<<print $hunt5enemy.namecapitalised>>, terror of <<print $hunt5island.name>> lies dead before you.
What a hunt that was!
You can return to the Hunters' Guild now and claim your reward!
[[Continue|$currentisland]]You travel to the region of <<print $hunt1island.name>> where the giant dark wolf was last spotted.
You can search for the beast in several areas.
<<if $huntcanyonchecked>><<else>>\
[[Search in the narrow canyon|huntwrongcanyon]]
<</if>>\
<<if $huntcavechecked>><<else>>\
[[Search in the caverns|huntwrongcaverns]]
<</if>>\
[[Search in the open, flat area|hunt1fight]]
<<if $survival >= 1>>\
<<link [[(Survival) Use your tracking skills to locate the beast|hunt1fight]]>><<set $trackingmessage to true>><</link>>
<<else>>\
<span class = "red">(Survival) Use your tracking skills to locate the beast</span>
<</if>>\
[[Return to town|$currentisland]]<<set $huntcanyonchecked to true>><<set _roll to random(1,5)>><<set _roll += $survival>><<if _roll <= 3>><<set $envdamage to random(10,18)>><<set $playerhp -= $envdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>><</if>>\
You explore the canyon searching for your quarry, but there are no signs of the beast there.
You turn back and start climbing up a narrow path.<<if _roll > 3>> You leave the canyon area, ready to search in other places.
[[Continue|$return]]
<<else>> Suddenly, you slip and fall down onto a rock ledge, taking $envdamage damage!
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the fall!
<<link [[Continue|gameover]]>><<unset $envdamage>><</link>>
<<else>>\
You're badly bruised, but alive. After a while, you continue your climb, this time with more caution. Eventually, you leave the canyon area, ready to search for the beast in other places.
<<link [[Continue|$return]]>><<unset $envdamage>><</link>>
<</if>><</if>>\
<<set $huntcavechecked to true>><<set _roll to random(1,5)>><<set _roll += $survival>><<if _roll <= 3>><<set $envdamage to random(15,20)>><<set $playerhp -= $envdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>><</if>>\
You enter the cave system and look for your quarry in the narrow passages, but there are no signs of the beast there.
You' re exploring a side tunnel, when you hear a rumble. Part of the ceiling right above your head is starting to collapse!<<if _roll > 3>> You dash forward, barely escaping the danger.
You leave the caves ready to explore other areas.
[[Continue|$return]]
<<else>> You dash forward, but you're not fast enough. Several pieces of rock hit you, dealing $envdamage damage.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the collapsing ceiling!
<<link [[Continue|gameover]]>><<unset $envdamage>><</link>>
<<else>>\
You're badly bruised, but alive. You get out of the caves, ready to search for the beast in other places.
<<link [[Continue|$return]]<<unset $envdamage>><</link>>
<</if>><</if>>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot the tracks of an enormous wolf leading towards the flat area. You start following the trail.
<</if>>\
You explore the open area, on the lookout for the beast. You don't have to search for long; suddenly, you hear a blood-curdling howl and see a giant dark shape, charging at you.
You've never seen a dark wolf this huge before. The beast is the size of a bull, with long, black fur, glowing yellow eyes and salivating maw.
<<fighthunt1>><<set $currenthunt to "hunt1">>\
You ask the Guildmaster about available jobs.
"You're lucky. I've got just the task for you," she replies. "People of <<print $hunt1island.name>> asked us to eliminate an especially vicious dark wolf which has been troubling them for months. The beast is bigger than any wolf ever seen in those parts. It appears at night and kills both livestock and people. Travel to <<print $hunt1island.name>>, locate the wolf and kill it. Remember, the beasts we're asked to eliminate are vicious and bloodthirsty; they can't be scared away or tamed; you'll have to fight. You'll earn 500 pieces of silver when you complete the job."
After a brief pause, she adds:
"It's your first hunt and it should be easy. A wolf is a wolf, even if it's the size of a workhorse. It can't fly or breathe fire. But be careful. Reckless hunters don't live long."
A new hunt request was added to your journal!
[[Continue|huntersguild]] <<set $currenthunt to "hunt2">><<unset $huntreward>><<set $silver += 500>>\
You present the trophy from the dark wolf to the Guildmaster.
"Good job, $playername," she says. "People of <<print $hunt1island.name>> have one less thing to worry about. Here's your reward."
<span class = "gold">You received 500 pieces of silver!</span>
The Guildmaster continues.
"That was a rookie hunt. I have a more challenging task you could help us with. People of <<print $hunt2island.name>> are troubled by <<print $hunt2enemy.nameundetermined>>. Those beasts usually don't attack humans, but the one we're dealing with doesn't act like the rest of its kind. It's giant, bloodthirsty and malicious. Travel to <<print $hunt2island.name>> and deal with the beast. The reward for the job is 1000 pieces of silver."
A new hunt request was added to your journal!
[[Continue|huntersguild]] <<set $currenthunt to "hunt3">><<unset $huntreward>><<set $silver += 1000>>\
You present the trophy from <<print $hunt2enemy.name>> to the Guildmaster.
"So, you've slain the beast," she says. "Good job. You're a valuable addition to our Guild, hunter. Here's your reward."
<span class = "gold">You received 1000 pieces of silver!</span>
The Guildmaster continues.
"I have another task for you. This one may prove tough, but now I know you can handle yourself. People of <<print $hunt3island.name>> sent us a message, asking for help. They're getting attacked by <<print $hunt3enemy.nameundetermined>>. The monster has already killed half a dozen villagers in the area. Travel to <<print $hunt3island.name>> and hunt it down. The reward for the job is 1500 pieces of silver."
A new hunt request was added to your journal!
[[Continue|huntersguild]] <<set $currenthunt to "hunt4">><<unset $huntreward>><<set $silver += 1500>>\
The Guildmaster warmly welcomes you back.
"You're quickly becoming one of our best hunters", she says when she sees the trophy from <<print $hunt3enemy.name>> you brought.
"I knew you were going to hunt down that monster. I'm glad you've stopped it from murdering any more people. Here's your reward."
<span class = "gold">You received 1500 pieces of silver!</span>
The Guildmaster continues.
"I hope you're up for another hunt, $playername. I've received a request for killing <<print $hunt4enemy.nameundetermined>> that's troubling the people of <<print $hunt4island.name>>. It's a clever and ferocious beast, and you're one of the few people I'm willing to trust with hunting it down. This one's worth 2000 pieces of silver."
A new hunt request was added to your journal!
[[Continue|huntersguild]] <<set $currenthunt to "hunt5">><<unset $huntreward>><<set $silver += 2000>>\
The Guildmaster warmly welcomes you back and accepts the trophy from <<print $hunt4enemy.name>>.
"Another job well done, $playername. You bring honour to the Guild. Here's your reward!"
<span class = "gold">You received 2000 pieces of silver!</span>
The Guildmaster continues.
"I have one more task for you. A request we received a long time ago. Sadly, one of our members died trying to kill the beast... I haven't assigned anyone to that quest since, fearing I may lose another hunter. But I have you now. I believe you can succeed. Go to <<print $hunt5island.name>> and slay <<print $hunt5enemy.name>> which is killing villagers there. There's no silver to be earned from this job; the locals decided to give the reward money to the slain hunter's family, which brings them honour. Free these worthy people from the peril and I'll give you the finest bow in our armoury."
A new hunt request was added to your journal!
[[Continue|huntersguild]] <<set $currenthunt to "finished">><<unset $huntreward>><<set $mightybowowned += 1>><<set $renown += 1>><<set $greatdeeds.push(setup.masterhunter)>><<set $greatdeedsrewards.push(setup.masterhunter)>>\
The Guildmaster takes the trophy from <<print $hunt5enemy.name>> and looks at it for a long while. You see tears roll down her cheeks.
She composes herself and says:
"I thank you, $playername, as the leader of the Hunters' Guild, and personally. The hunter killed by that monster... was someone dear to me. I'm glad a day came when his death was avenged. Though... can you really take revenge upon a mindless beast? No matter. It comforts me <<print $hunt5enemy.name>> is dead and the people of <<print $hunt5island.name>> have one less thing to worry about. News of your success spread quickly; people already hail you as the best hunter in the Archipelago, and they're right!"
<span class = "gold">Your renown goes up by 1!</span>
The Guildmaster leads you to the guild armoury. She takes a massive longbow off a weapon rack, runs her fingers along the grip and smiles.
"I used it myself when I was younger... much younger. May it serve you well!"
<span class = "gold">You received Mighty Bow!</span>
"I have no more jobs for you," the Guildmaster says. "You've hunted down all the dangerous beasts; I only have simple tasks left, fitting for rookie hunters. But you can always come to talk!"
[[Continue|huntersguild]] The Guildmaster welcomes you warmly. You sit down and have a drink together; other members of the Guild join you. Seems like everybody wants to talk with you! You spend some time discussing hunting and monsters, as well as lighter topics.
[[Continue|huntersguild]]"How's your hunt going?" the Guildmaster asks. "Don't tarry. Those people need your help."
[[Back|huntersguild]] You travel to the region of <<print $hunt2island.name>> where <<print $hunt2enemy.name>> was last spotted.
You can search for the beast in several areas.
<<if $hunt2enemy.name == "the grave scorpion" || $hunt2enemy.name == "the giant grave scorpion">>\
<<if $huntcanyonchecked>><<else>>\
[[Search in the narrow canyon|huntwrongcanyon]]
<</if>>\
[[Search in the village graveyard|hunt2fight]]
<<if $huntopenareachecked>><<else>>\
[[Search in the open, flat area|huntwrongopenarea]]
<</if>>\
<<elseif $hunt2enemy.name == "the razorbeak" || $hunt2enemy.name == "the giant razorbeak">>\
[[Search in the open, flat area|hunt2fight]]
<<if $huntwillowschecked>><<else>>\
[[Search in the willow grove by the river|huntwrongwillows]]
<</if>>\
<<if $huntcliffchecked>><<else>>\
[[Search on the tall cliffs|huntwrongcliff]]
<</if>>\
<<elseif $hunt2enemy.name == "the blood boar" || $hunt2enemy.name == "the giant blood boar">>\
<<if $huntwillowschecked>><<else>>\
[[Search in the willow grove by the river|huntwrongwillows]]
<</if>>\
<<if $huntcavechecked>><<else>>\
[[Search in the caverns|huntwrongcaverns]]
<</if>>\
[[Search in the old beech forest|hunt2fight]]
<</if>>\
<<if $survival >= 1>>\
<<link [[(Survival) Use your tracking skills to locate the beast|hunt2fight]]>><<set $trackingmessage to true>><</link>>
<<else>>\
<span class = "red">(Survival) Use your tracking skills to locate the beast</span>
<</if>>\
[[Return to town|$currentisland]]<<if $hunt2enemy.name == "the grave scorpion" || $hunt2enemy.name == "the giant grave scorpion">>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot the tracks of the giant grave scorpion. You're not surprised to see them lead towards a small graveyard.
<</if>>\
You walk into the graveyard and immediately spot huge mounds of fresh soil among the tombs.
Suddenly, one of the mounds starts to rise. A massive grave scorpion burrows out from under the ground and jumps at you, trying to stab you with its stinger!
<<fighthunt2gravescorpion>>
<<elseif $hunt2enemy.name == "the razorbeak" || $hunt2enemy.name == "the giant razorbeak">>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot the tracks of a giant bird, leading towards the open, grassy area. You start following the trail.
<</if>>\
You explore the open area, when you hear a piercing shriek. A giant razorbeak is charging at you! The beast is much taller than you, with a sharp beak which could bite a person in half.
<<fighthunt2razorbeak>>
<<else>>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot the tracks of a giant boar and freshly moved ground. You follow the beast's trail to a dark beech forest.
<</if>>\
You're slowly walking through the dense undergrowth, when you hear grunting and the sound of branches breaking. A black boar the size of a bull, with tusks as long as your arm, is charging at you!
<<fighthunt2bloodboar>>
<</if>><<set $huntopenareachecked to true>>\
You explore the open area searching for your quarry, but there are no signs of the beast there.
[[Go back|$return]]<<set $huntcliffchecked to true>><<set _roll to random(1,4)>><<set _roll += $survival>><<if _roll <= 3>><<set $envdamage to random(8,12)>><<set $playerhp -= $envdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>><</if>>\
You climb to the top of the cliff and look around for your quarry, but you see no signs of the beast.
You're looking at the area down below, when the edge of the cliff suddenly collapses! Rocks rumble and tumble down.<<if _roll > 3>> You jump back to a safe spot just in time.
You leave the cliffs, ready to explore other areas.
[[Continue|$return]]
<<else>> You fail to jump back in time and fall onto a rock ledge below the top of the cliff.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the fall!
<<link [[Continue|gameover]]>><<unset $envdamage>><</link>>
<<else>>\
The ledge saved your life. You're bruised, but you manage to climb back up.
You leave the cliffs, ready to explore other areas.
<<link [[Continue|$return]]<<unset $envdamage>><</link>>
<</if>><</if>>\
<<set $huntwillowschecked to true>>\
You explore the willow grove searching for your quarry, but there are no signs of the beast there.
[[Go back|$return]]You travel to the region of <<print $hunt3island.name>> where <<print $hunt3enemy.name>> was last spotted.
You can search for the beast in several areas.
<<if $hunt3enemy.name == "the phantom spider" || $hunt3enemy.name == "the ferocious phantom spider">>\
<<if $huntopenareachecked>><<else>>\
[[Search in the open, flat area|huntwrongopenarea]]
<</if>>\
[[Search in the caverns|hunt3fight]]
<<if $huntcliffchecked>><<else>>\
[[Search on the tall cliffs|huntwrongcliff]]
<</if>>\
<<elseif $hunt3enemy.name == "the giant serpent" || $hunt3enemy.name == "the ferocious giant serpent">>\
[[Search in the caverns|hunt3fight]]
<<if $huntcanyonchecked>><<else>>\
[[Search in the narrow canyon|huntwrongcanyon]]
<</if>>\
<<if $huntcliffchecked>><<else>>\
[[Search on the tall cliffs|huntwrongcliff]]
<</if>>\
<<elseif $hunt3enemy.name == "the snow lion" || $hunt3enemy.name == "the ferocious snow lion">>\
<<if $huntopenareachecked>><<else>>\
[[Search in the open, flat area|huntwrongopenarea]]
<</if>>\
<<if $huntcavechecked>><<else>>\
[[Search in the caverns|huntwrongcaverns]]
<</if>>\
[[Search on the tall cliffs|hunt3fight]]
<<elseif $hunt3enemy.name == "the rock crab">>\
<<if $huntopenareachecked>><<else>>\
[[Search in the open, flat area|huntwrongopenarea]]
<</if>>\
<<if $huntcliffchecked>><<else>>\
[[Search on the tall cliffs|huntwrongcliff]]
<</if>>\
[[Search in the valley with huge boulders|hunt3fight]]
<</if>>\
<<if $survival >= 1>>\
<<link [[(Survival) Use your tracking skills to locate the beast|hunt3fight]]>><<set $trackingmessage to true>><</link>>
<<else>>\
<span class = "red">(Survival) Use your tracking skills to locate the beast</span>
<</if>>\
[[Return to town|$currentisland]]You travel to the region of <<print $hunt4island.name>> where <<print $hunt4enemy.name>> was last spotted.
You can search for the beast in several areas.
<<if $hunt4enemy.name == "the giant eagle" || $hunt4enemy.name == "the aggressive giant eagle">>\
<<if $huntopenareachecked>><<else>>\
[[Search in the open, flat area|huntwrongopenarea]]
<</if>>\
<<if $huntcanyonchecked>><<else>>\
[[Search in the narrow canyon|huntwrongcanyon]]
<</if>>\
[[Search on the tall cliffs|hunt4fight]]
<<elseif $hunt4enemy.name == "the stone eel" || $hunt4enemy.name == "the aggressive stone eel">>\
<<if $huntcanyonchecked>><<else>>\
[[Search in the narrow canyon|huntwrongcanyon]]
<</if>>\
[[Search in the caverns|hunt4fight]]
<<if $huntopenareachecked>><<else>>\
[[Search in the open, flat area|huntwrongopenarea]]
<</if>>\
<</if>>\
<<if $survival >= 1>>\
<<link [[(Survival) Use your tracking skills to locate the beast|hunt4fight]]>><<set $trackingmessage to true>><</link>>
<<else>>\
<span class = "red">(Survival) Use your tracking skills to locate the beast</span>
<</if>>\
[[Return to town|$currentisland]]You travel to the region of <<print $hunt5island.name>> where <<print $hunt5enemy.name>> was last spotted.
You can search for the beast in several areas.
<<if $hunt5enemy.name == "the griffin" || $hunt5enemy.name == "the monstrous griffin">>\
<<if $huntcavechecked>><<else>>\
[[Search in the caverns|huntwrongcaverns]]
<</if>>\
<<if $huntcanyonchecked>><<else>>\
[[Search in the narrow canyon|huntwrongcanyon]]
<</if>>\
[[Search on the tall cliffs|hunt5fight]]
<<else>>\
[[Search in the caverns|hunt5fight]]
<<if $huntopenareachecked>><<else>>\
[[Search in the open, flat area|huntwrongopenarea]]
<</if>>\
<<if $huntcliffchecked>><<else>>\
[[Search on the tall cliffs|huntwrongcliff]]
<</if>>\
<</if>>\
<<if $survival >= 1>>\
<<link [[(Survival) Use your tracking skills to locate the beast|hunt5fight]]>><<set $trackingmessage to true>><</link>>
<<else>>\
<span class = "red">(Survival) Use your tracking skills to locate the beast</span>
<</if>>\
[[Return to town|$currentisland]]<<if $hunt3enemy.name == "the phantom spider" || $hunt3enemy.name == "the ferocious phantom spider">>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot single threads of thick spider web. They lead you towards a dark cave.
<</if>>\
You enter the cave and find yourself in a passage partially blocked by thick cobwebs. Then, you hear a loud hiss. An enormous phantom spider appears before you, ready to attack!
<<fighthunt3phantomspider>>
<<elseif $hunt3enemy.name == "the giant serpent" || $hunt3enemy.name == "the ferocious giant serpent">>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot a track left behind by an enormous serpent. You follow the track to a dark cave.
<</if>>\
You enter the cave and follow a winding tunnel. You take a sharp turn and find yourself face to face with a giant serpent! The serpent slithers forward and hisses, its long fangs dripping with venom!
<<fighthunt3giantserpent>>
<<elseif $hunt3enemy.name == "the snow lion" || $hunt3enemy.name == "the ferocious snow lion">>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot the tracks of a huge lion in the snow. The tracks lead up a steep slope, to the top of the tall cliff.
<</if>>\
You climb to the top of the cliff and look around. Suddenly, you hear a loud roar. An enormous white lion pounces at you from behind a boulder! The beast is trying to push you back towards the precipice!
<<fighthunt3snowlion>>
<<else>>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot a set of strange tracks leading towards the rocky valley.
<</if>>\
You enter the valley and walk among the boulders, when one of them suddenly grows legs and starts to move! A giant rock crab attacks you, viciously snapping its pincers!
<<fighthunt3rockcrab>>
<</if>><<if $hunt4enemy.name == "the giant eagle" || $hunt4enemy.name == "the aggressive giant eagle">>\
<<if $trackingmessage>>You know giant eagles like to nest on mountain summits and tall cliffs. You head towards the cliffs in the distance.
<</if>>\
You're climbing a narrow path up the cliffside when you hear a piercing shriek. An enormous eagle swoops down on you. You dodge the attack, but the bird immediately circles back, preparing for another strike!
<<fighthunt4gianteagle>>
<<else>>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot a track left behind by the stone eel. It leads into a dark cave.
<</if>>\
You enter the cave. It's damp inside, and it smells like the air after a storm.
Suddenly, you hear a grating sound, which grows louder and louder. A giant stone eel is slithering towards you, readying itself for an attack!
<<fighthunt4stoneeel>>
<</if>><<if $hunt5enemy.name == "the griffin" || $hunt5enemy.name == "the monstrous griffin">>\
<<if $trackingmessage>>You know griffins only nest in high places, so you head towards the cliffs.
<</if>>\
You walk to the top of the cliff without encountering the beast – but you spot its nest in the distance. You follow a narrow path along the top of the cliff towards the nest. Suddenly, you hear a loud cry coming from high above. A huge griffin with golden feathers has pierced through the clouds and is diving towards you!
<<fighthunt5griffin>>
<<elseif $hunt5enemy.name == "the fire serpent" || $hunt5enemy.name == "the monstrous fire serpent">>\
<<if $trackingmessage>>Carefully exploring your surroundings, you spot a charred track left behind by the fire serpent. It leads into a deep cavern.
<</if>>\
You enter the cavern. The air inside is warm and smells of sulphur.
You explore tunnel after tunnel, until finally you enter a large chamber. There, among charred remains of some unidentifiable animals, you find the horned serpent. The enormous monster uncoils itself when it notices you, and opens its maw, ready to attack!
<<fighthunt5fireserpent>>
<</if>>Exploring the outskirts of the ruins, you encounter $enemy.nameundetermined!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "mindless">><<set $winroom to "mindless">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "mindless">><<set $playermessage to "">><</link>><</if>>\Exploring the heart of the ancient ruins, you encounter $enemy.nameundetermined! The monster immediately turns towards you and attacks!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "mindless">><<set $winroom to "mindless">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "mindless">><<set $playermessage to "">><</link>><</if>>\<<widget "increasedefeatedcount">>
<<if $fightingmindless>><<set $mindlessdefeated += 1>><<if $mindlessdefeated == 8>><<set $mindlesscounter to 6>><<set $mindlessdefeated to 0>><</if>><</if>>
<<if $fightingbeasts>><<set $beastsdefeated += 1>><<if $beastsdefeated == 8>><<set $beastscounter to 6>><<set $beastsdefeated to 0>><</if>><</if>>
<<if $fightingbandits>><<set $banditsdefeated += 1>><<if $banditsdefeated == 8>><<set $banditscounter to 6>><<set $banditsdefeated to 0>><</if>><</if>>
<</widget>>
<<widget "setmindlesseasy">>
<<set _roll to random(1,10)>>
<<if _roll <= 2>>
<<set $enemy to setup.frailskeleton>>
<<elseif _roll <= 4>>
<<set $enemy to setup.deathwolf>>
<<elseif _roll <= 6>>
<<set $enemy to setup.skeletonwarrior>>
<<elseif _roll <= 8>>
<<set $enemy to setup.skeletonarcher>>
<<elseif _roll == 9>>
<<set $enemy to setup.armourgolem>>
<<elseif _roll == 10>>
<<set $enemy to setup.bonehorror>>
<</if>>
<</widget>>
<<widget "setmindlesshard">>
<<set _roll to random(1,10)>>
<<if _roll <= 2>>
<<set $enemy to setup.armourgolem>>
<<elseif _roll <= 4>>
<<set $enemy to setup.bonehorror>>
<<elseif _roll <= 6>>
<<set $enemy to setup.crystalhound>>
<<elseif _roll == 7>>
<<set $enemy to setup.redgemstonescarab>>
<<elseif _roll == 8>>
<<set $enemy to setup.bluegemstonescarab>>
<<elseif _roll == 9>>
<<set $enemy to setup.lich>>
<<elseif _roll == 10>>
<<set $enemy to setup.soullesshusk>>
<</if>>
<</widget>>
<<widget "setbeastseasy">>
<<set _roll to random(1,10)>>
<<if _roll <= 2>>
<<set $enemy to setup.giantrat>>
<<elseif _roll <= 4>>
<<set $enemy to setup.flickerbeetle>>
<<elseif _roll <= 6>>
<<set $enemy to setup.darkwolf>>
<<elseif _roll <= 8>>
<<set $enemy to setup.gravescorpion>>
<<elseif _roll == 9>>
<<set $enemy to setup.phantomspider>>
<<elseif _roll == 10>>
<<set $enemy to setup.giantserpent>>
<</if>>
<</widget>>
<<widget "setbeastshard">>
<<set _roll to random(1,11)>>
<<if _roll <= 2>>
<<set $enemy to setup.phantomspider>>
<<elseif _roll <= 4>>
<<set $enemy to setup.giantserpent>>
<<elseif _roll <= 6>>
<<set $enemy to setup.gianteagle>>
<<elseif _roll <= 8>>
<<set $enemy to setup.stoneeel>>
<<elseif _roll == 9>>
<<set $enemy to setup.griffin>>
<<elseif _roll == 10>>
<<set $enemy to setup.fireserpent>>
<<elseif _roll == 11>>
<<set $enemy to setup.wyvern>>
<</if>>
<</widget>>
<<widget "setbanditseasy">>
<<set _roll to random(1,14)>>
<<if _roll <= 2>>
<<set $enemy to setup.goblin>>
<<elseif _roll <= 4>>
<<set $enemy to setup.goblinshaman>>
<<elseif _roll <= 6>>
<<set $enemy to setup.bandit>>
<<elseif _roll <= 8>>
<<set $enemy to setup.bandithunter>>
<<elseif _roll <= 10>>
<<set $enemy to setup.harpy>>
<<elseif _roll == 11>>
<<set $enemy to setup.banditbrute>>
<<elseif _roll == 12>>
<<set $enemy to setup.goblinhero>>
<<elseif _roll == 13>>
<<set $enemy to setup.necromancer>>
<<elseif _roll == 14>>
<<set $enemy to setup.renegademage>>
<</if>>
<</widget>>
<<widget "setbanditshard">>
<<set _roll to random(1,14)>>
<<if _roll <= 2>>
<<set $enemy to setup.banditbrute>>
<<elseif _roll <= 4>>
<<set $enemy to setup.goblinhero>>
<<elseif _roll <= 6>>
<<set $enemy to setup.necromancer>>
<<elseif _roll <= 8>>
<<set $enemy to setup.renegademage>>
<<elseif _roll == 9>>
<<set $enemy to setup.assassin>>
<<elseif _roll == 10>>
<<set $enemy to setup.elementalist>>
<<elseif _roll == 11>>
<<set $enemy to setup.troll>>
<<elseif _roll == 12>>
<<set $enemy to setup.trollberserker>>
<<elseif _roll == 13>>
<<set $enemy to setup.fallenknight>>
<<elseif _roll == 14>>
<<set $enemy to setup.giant>>
<</if>>
<</widget>>You travel along the coast, on the lookout for beasts to hunt, when you encounter $enemy.nameundetermined!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "beasts">><<set $winroom to "beasts">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "beasts">><<set $playermessage to "">><</link>><</if>>\You explore the deep wilderness, on the lookout for beasts to hunt, when you encounter $enemy.nameundetermined!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "beasts">><<set $winroom to "beasts">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "beasts">><<set $playermessage to "">><</link>><</if>>\You're exploring the wilderness when you encounter $enemy.nameundetermined, who immediately attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "bandits">><<set $winroom to "bandits">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "bandits">><<set $playermessage to "">><</link>><</if>>\You're exploring the wilderness when you encounter $enemy.nameundetermined, who immediately attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "bandits">><<set $winroom to "bandits">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "bandits">><<set $playermessage to "">><</link>><</if>>\<<run $explore.push("priestess")>><<run $travelevents.delete("priestesssea")>>\
On your journey you encounter another boat, sailed by a single person. As it draws closer, you recognise the sailor – it's the priestess of the Order of Light.
The priestess sails close to your boat and greets you.
"So, good winds brought us together, $playername!" she says. "I'm travelling to a new island, to spread the word of the Order of Light. Are you in need of healing? Or maybe you want to take a look at my wares?"
[[Ask the priestess about the Order of Light|orderasksea]]
<<if $playerhp == $playermaxhp>>\
Ask the priestess to heal you <span class = "red">(your HP is full!)</span>
<<else>>\
[[Ask the priestess to heal you|priestesshealsea]]
<</if>>\
[[Look at the priestess's wares|priestesstradesea]]
[[Travel to your destination|$destination]]The priestess smiles at you welcomingly.
She explains she is an emissary of her Order, which has its headquarters far away on the continent. She travels the Archipelago, spreading the Light of knowledge and compassion.
She talks about the beliefs and code of the Order of Light, the healing magic they practice and her long and adventurous travels. Many other people stop to listen.
<<if $orderasked>>Her stories are interesting, but you've heard them before.<<else>><<set $orderasked to true>><<set $exp += 200>><<set $exptotal += 200>>You find her stories enlightening. <span class = "gold">You gain 200 EXP!</span><</if>>\
[[Back|priestesssea]]
[[Travel to your destination|$destination]]<<set $playerhp to $playermaxhp>>\
"Of course", says the priestess. "May you find strength in the Light."
She holds her head above your forehead. You feel a pleasant warmth spreading through your body.
<span class = "gold">Your HP was fully restored!</span>
[[Back|priestesssea]]
[[Travel to your destination|$destination]]You ask about the priestess's wares. She brings them out of a large chest in the back of her boat.
<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> (owned: $blessedointment)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($blessedointmentbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($blessedointmentbuyprice * 2/3) + " silver"|priestesstradesea]]>><<set $blessedointment += 1>><<set $silver -= Math.round($blessedointmentbuyprice * 2/3)>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($blessedointmentbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<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> (owned: $potionbighealth)
</div>\
<div class="column middle">\
<<if $silver >= Math.round($potionbigbuyprice * 2/3)>>\
<<link [["Buy for " + Math.round($potionbigbuyprice * 2/3) + " silver"|priestesstradesea]]>><<set $potionbighealth += 1>><<set $silver -= Math.round($potionbigbuyprice * 2/3)>><</link>>
<<else>>\
<span class = "red">Buy for <<print Math.round($potionbigbuyprice * 2/3)>> silver</span>
<</if>>\
</div>\
</div>\
<<if not $priestesspotionbought>>\
<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> (owned: $potionultimatehealth)
</div>\
<div class="column middle">\
<<if $silver >= $potionultimatebuyprice>>\
<<link [["Buy for " + $potionultimatebuyprice + " silver"|priestesstradesea]]>><<set $potionultimatehealth += 1>><<set $priestesspotionbought to true>><<set $silver -= $potionultimatebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionultimatebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $priestessmagicpotionbought>>\
<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> (owned: $potionultimatemagic)
</div>\
<div class="column middle">\
<<if $silver >= $potionultimatebuyprice>>\
<<link [["Buy for " + $potionultimatebuyprice + " silver"|priestesstradesea]]>><<set $potionultimatemagic += 1>><<set $priestessmagicpotionbought to true>><<set $silver -= $potionultimatebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $potionultimatebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $holysymbolbought>>\
<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> (owned: $holysymbol)
</div>\
<div class="column middle">\
<<if $silver >= $holysymbolbuyprice>>\
<<link [["Buy for " + $holysymbolbuyprice + " silver"|priestesstradesea]]>><<set $holysymbol += 1>><<set $holysymbolbought to true>><<set $silver -= $holysymbolbuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $holysymbolbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $saintshauberkbought>>\
<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> (owned: $saintshauberk)
</div>\
<div class="column middle">\
<<if $silver >= $saintshauberkbuyprice>>\
<<link [["Buy for " + $saintshauberkbuyprice + " silver"|priestesstradesea]]>><<set $saintshauberk += 1>><<set $silver -= $saintshauberkbuyprice>><<set $saintshauberkbought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print $saintshauberkbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
[[Back|priestesssea]]
<<link [[Travel to your destination|$destination]]>><<unset $priestesspotionbought>><<unset $priestessmagicpotionbought>>><</link>>This simple, sword-shaped pendant is the symbol of the
Mercenary Guild. Those who wear it are either mercenaries
themselves, or people held in high reward by the Guild.
When equipped, ordering mercenaries to attack costs 50% less.
<a class="link-internal ui-close">Close</a>A small leather purse imbued with curious magic. When you
whisper the secret activation word, hundreds of silver
coins will spill out. The fake coins won't stand the
scrutiny of a careful merchant, but they could be used
to trick a greedy (and not-too-bright) bandit.
When Purse of Unending Coins is the active amulet, all
Bribes are free.
Contrary to its name, the magic of the Purse is not unlimited.
The Purse can be used 10 times, after which it breaks.
Uses left: $purseuses
<a class="link-internal ui-close">Close</a><<set $island1storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island1.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island2storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island2.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island3storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island3.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island4storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island4.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island5storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island5.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island6storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island6.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island7storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island7.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island8storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island8.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island9storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island9.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island10storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island10.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island11storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island11.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island12storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island12.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island13storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island13.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island14storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island14.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island15storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island15.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<set $island16storyrecorded to true>>\
You sit down and chat with the local people. At first, they're unwilling to share their stories with a stranger, but your charisma and friendly disposition make them warm towards you. Over some drinks, they tell you a story about <<print $island16.story>>
The story from $currentislandname was added to your Journal!
[[Back|$return]]<<if $soldastory>>\
You tell the story about $storypresented The Keeper listens intently and writes everything down.
"<<print setup.keeperthankyou.random()>>," she says when you've finished. "Thank you. Here's your reward."
<span class = "gold">You received 300 pieces of silver!
You gained 50 EXP!</span>
<<if $storiessold == 16>><<set $emissarysmedallion += 1>><<set $renown += 1>><<set $silver += 3000>>\
"Incredible!" the Keeper exclaims, looking at her records. "Looks like you brought me a story from every island in the Archipelago. This sort of dedication to folklore studies deserves a special monetary bonus. Take this as well. I believe it's a fitting prize for your efforts. And be sure I'll mention you in my monograph on old legends."
<span class = "gold">You received 3000 pieces of silver!
You received the Emissary's Medallion!
Your renown goes up by 1!</span>
"Now, please excuse me. I have enough material to commence writing, and I shall waste no time!" the Keeper says. She gets up and leaves the Main Hall in a hurry.
<</if>>\
<<else>>\
<<switch visited()>>\
<<case 1>>\
The Keeper of the Stories notices you and beckons you to come closer.
"You look like a seasoned traveller," she says. "The Academy could use your services. Allow me to explain. I'm the newly appointed Keeper of the Stories, responsible for the Folklore branch of the Library, which was only recently founded. For centuries, we were neglecting legends and folk stories, regarding them as mere trifles and focusing on more serious matters. I believe that approach was wrong, and pointed that out to my learned colleagues. They agreed, and let me take up the responsibility of adding the tales of the Archipelago to our archives. But, naturally, I have no time to travel looking for tales, nor do I want to sit in dingy taverns, listening to drunken individuals. That is why I'm willing to pay a handsome reward – 300 pieces of silver – for any new tale. If you hear any local legends while travelling across the Archipelago, do come and report them to me."
<<default>>\
"Have you recorded any new tales for me?" asks the Keeper of the Stories. "All poems and legends should be added to our records. We cannot rely on oral tradition."
<</switch>>\
<</if>>
<<if $island1storyrecorded && not $island1storysold>>\
<<link [["Present the tale from " + $island1.name|sellstories]]>><<set $storiessold += 1>><<set $island1storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island1.story>><</link>>
<</if>>\
<<if $island2storyrecorded && not $island2storysold>>\
<<link [["Present the tale from " + $island2.name|sellstories]]>><<set $storiessold += 1>><<set $island2storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island2.story>><</link>>
<</if>>\
<<if $island3storyrecorded && not $island3storysold>>\
<<link [["Present the tale from " + $island3.name|sellstories]]>><<set $storiessold += 1>><<set $island3storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island3.story>><</link>>
<</if>>\
<<if $island4storyrecorded && not $island4storysold>>\
<<link [["Present the tale from " + $island4.name|sellstories]]>><<set $storiessold += 1>><<set $island4storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island4.story>><</link>>
<</if>>\
<<if $island5storyrecorded && not $island5storysold>>\
<<link [["Present the tale from " + $island5.name|sellstories]]>><<set $storiessold += 1>><<set $island5storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island5.story>><</link>>
<</if>>\
<<if $island6storyrecorded && not $island6storysold>>\
<<link [["Present the tale from " + $island6.name|sellstories]]>><<set $storiessold += 1>><<set $island6storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island6.story>><</link>>
<</if>>\
<<if $island7storyrecorded && not $island7storysold>>\
<<link [["Present the tale from " + $island7.name|sellstories]]>><<set $storiessold += 1>><<set $island7storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island7.story>><</link>>
<</if>>\
<<if $island8storyrecorded && not $island8storysold>>\
<<link [["Present the tale from " + $island8.name|sellstories]]>><<set $storiessold += 1>><<set $island8storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island8.story>><</link>>
<</if>>\
<<if $island9storyrecorded && not $island9storysold>>\
<<link [["Present the tale from " + $island9.name|sellstories]]>><<set $storiessold += 1>><<set $island9storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island9.story>><</link>>
<</if>>\
<<if $island10storyrecorded && not $island10storysold>>\
<<link [["Present the tale from " + $island10.name|sellstories]]>><<set $storiessold += 1>><<set $island10storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island10.story>><</link>>
<</if>>\
<<if $island11storyrecorded && not $island11storysold>>\
<<link [["Present the tale from " + $island11.name|sellstories]]>><<set $storiessold += 1>><<set $island11storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island11.story>><</link>>
<</if>>\
<<if $island12storyrecorded && not $island12storysold>>\
<<link [["Present the tale from " + $island12.name|sellstories]]>><<set $storiessold += 1>><<set $island12storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island12.story>><</link>>
<</if>>\
<<if $island13storyrecorded && not $island13storysold>>\
<<link [["Present the tale from " + $island13.name|sellstories]]>><<set $storiessold += 1>><<set $island13storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island13.story>><</link>>
<</if>>\
<<if $island14storyrecorded && not $island14storysold>>\
<<link [["Present the tale from " + $island14.name|sellstories]]>><<set $storiessold += 1>><<set $island14storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island14.story>><</link>>
<</if>>\
<<if $island15storyrecorded && not $island15storysold>>\
<<link [["Present the tale from " + $island15.name|sellstories]]>><<set $storiessold += 1>><<set $island15storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island15.story>><</link>>
<</if>>\
<<if $island16storyrecorded && not $island16storysold>>\
<<link [["Present the tale from " + $island16.name|sellstories]]>><<set $storiessold += 1>><<set $island16storysold to true>><<set $silver += 300>><<set $exp += 50>><<set $exptotal += 50>><<set $soldastory to true>><<set $storypresented to $island16.story>><</link>>
<</if>>\
<<link [[Back|academy]]>><<unset $soldastory>><<unset $storypresented>><</link>>You steer away from the mist and catch the wind in your sails. Tendrils of mist stretch out, trying to touch your boat, but you outrun them. Soon, you leave the ominous cloud far behind.
[[Travel to your destination|$destination]]You turn your boat and steer into the strange cloud. You feel freezing cold as mist wisps swirl around you.
Then, the mist in front of your boat starts twisting and churning, forming itself into a vaguely human, faceless shape. The mist monster wails and floats towards you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.spiritofthemist>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "mistspiritescaped">><<set $winroom to "mistspiritwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.spiritofthemist>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "mistspiritwin">><<set $playermessage to "">><</link>><</if>>\You set sail towards your destination.
At night, when there's almost no wind, you notice a reddish glow in the water. Your boat is travelling through a patch of luminous algae, which are floating on the sea surface.
<<if $survival >= 1 && $playerhp < $playermaxhp>>\
[[(Survival) Use the algae to replenish your health|algaeheal]]
<<elseif $survival >= 1>>\
(Survival) Use the algae to replenish your health <span class = "red">(Your HP is already full!)</span>
<<else>>\
<span class = "red">(Survival)</span> Use the algae to replenish your health
<</if>>\
<<if $magic >= 1 && $playermp < $playermaxmp>>\
[[(Magic) Use the algae to replenish your magic energy|algaemagic]]
<<elseif $magic >= 1>>\
(Magic) Use the algae to replenish your magic energy <span class = "red">(Your MP is already full!)</span>
<<else>>\
<span class = "red">(Magic)</span> Use the algae to replenish your magic energy
<</if>>\
[[Travel to your destination|$destination]]<<set $playerhp to $playermaxhp>>\
You recognise the glowing algae as having healing properties, if fresh and properly prepared. You gather some and make them into a paste. It tastes awful, but immediately makes you feel healthier and stronger!
<span class = "gold">Your HP was fully restored!</span>
[[Travel to your destination|$destination]]<<set $playermp to $playermaxmp>>\
You know the glowing algae can restore one's magic energy, if fresh and properly prepared. You gather some and use them to prepare a draught. It tastes awful, but immediately makes you feel energized!
<span class = "gold">Your MP was fully restored!</span>
[[Travel to your destination|$destination]]<<widget "rose">>
<<set setup.rose to {
type:"healer",
name:"Rose Brightmoon",
namecapitalised:"Rose Brightmoon",
nameshort:"Rose",
hasreach:true,
attackbonus:0,
specialattackbonus:0,
maxcooldown:0,
mincooldown:0,
mindamage:3,
maxdamage:6,
minpowerdamage:0,
maxpowerdamage:0,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:0,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["Rose attacks $enemy.name with her slingshot", "Rose attacks $enemy.name with her staff"],
attacknormalmessage:["Rose attacks $enemy.name with her staff"],
attackflyingmessage:["Rose attacks $enemy.name with her slingshot"],
specialattackmessage:"",
specialattack2message:"",
unhiremessage:"Rose Brightmoon says:<br><br>\"Are you sure you'll manage without me? I'll be waiting for you at the inn, if you ever need a healer!\"<br><br>Rose returned to the inn where you hired her.",
chat:["Rose smiles and says: \"What's on your mind, $playername? Are you planning our next great adventure?\"", "Rose says: \"Being a village healer wasn't that bad. I enjoyed helping people out, and it was much safer than adventuring. But travelling across the Archipelago is just so much more exciting!\"", "Rose Brightmoon says: \"Being with you is never boring, $playername. I'm so glad I've joined you!\"", "Rose says: \"I'm much more experienced at healing people than at fighting, but I'll do my best to help you in combat as well as I can.\"", "Rose is playing with a ring on her finger, looking absent-minded. When you ask her about the ring, she says: \"Oh, this? It's a gift from a close friend. An adventurer who left our village to explore the Archipelago. I bet he'll be surprised when we met again and I'll tell him I became an adventurer as well!\""],
}>>
<</widget>><<widget "oric">>
<<set setup.oric to {
type:"mystic",
name:"Oric the Learned",
namecapitalised:"Oric the Learned",
nameshort:"Oric",
hasreach:true,
attackbonus:1,
specialattackbonus:3,
maxcooldown:6,
mincooldown:4,
mindamage:4,
maxdamage:8,
minpowerdamage:10,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"magic",
basicattackeffect:"",
specialdamagetype:"magic",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:true,
special2burn:false,
special2stun:false,
special2weaken:true,
special2fortify:false,
poisonduration:5,
burnduration:0,
stunduration:0,
weakenduration:5,
fortifyduration:0,
normalattackisspell:false,
specialisspell:true,
special2isspell:true,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:5,
attackallmessages:["Oric attacks $enemy.name with a magic missile", "Oric casts a magic missile"],
attacknormalmessage:["Oric attacks $enemy.name with a magic missile", "Oric casts a magic missile"],
attackflyingmessage:["Oric attacks $enemy.name with a magic missile", "Oric casts a magic missile"],
specialattackmessage:"Oric shoots a sphere of energy at $enemy.name",
specialattack2message:"Oric starts chanting and places a curse on $enemy.name",
unhiremessage:"Oric the Learned says:<br><br>\"Travelling with you was an enlightening experience. I could actually use some time to organise all the notes I have taken. But if you ever need me again, I'll be happy to rejoin you.\"<br><br>Oric returned to the inn where you hired him.",
chat:["Oric the Learned says: \"Are you planning on visiting some places of historic importance in the near future, $playername? I could use that in the book I'm working on.\"", "Oric says: \"Did you know that more ships in history have been sunk by incompetent mages rather than by sea monsters? When you hire someone to speed up your voyage with magic, make sure they can tell the Guiding Winds spell from a Fireball.\"", "Oric says: \"I've always thought you can learn just about anything from books, but now I think there's some truth behind that whole \"experiencing things\" idea.\"", "Oric the Learned puts a book he was reading back into his pocket. \"Oh, excuse me, $playername\", he says. \"Were you talking to me? I got a little absorbed in the history of pottery in the Archipelago.\"", "Oric says: \"I never thought I'd be excited about travelling and visiting places, and yet here I am, ready for our next adventure. Let's move on and search for knowledge!\""],
}>>
<</widget>><<widget "hilde">>
<<set setup.hilde to {
type:"mercenary",
name:"Hilde Goblinsbane",
namecapitalised:"Hilde Goblinsbane",
nameshort:"Hilde",
hasreach:true,
attackbonus:2,
specialattackbonus:4,
maxcooldown:5,
mincooldown:3,
mindamage:7,
maxdamage:11,
minpowerdamage:10,
maxpowerdamage:15,
minpowerdamage2:15,
maxpowerdamage2:25,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["Hilde attacks $enemy.name with her sword", "Hilde attacks $enemy.name with her crossbow"],
attacknormalmessage:["Hilde attacks $enemy.name with her sword"],
attackflyingmessage:["Hilde attacks $enemy.name with her crossbow"],
specialattackmessage:"Hilde shoots a stun bolt from her crossbow at $enemy.name",
specialattack2message:"Hilde throws a javelin at $enemy.name",
unhiremessage:"Hilde Goblinsbane says:<br><br>\"So, that's it for our adventures? Fair enough. You paid me well. If you ever need a bodyguard again, you know where to find me.\"<br><br>Hilde returned to the inn where you hired her.",
chat:["Hilde Goblinsbane says: \"They don't call me \"Goblinsbane\" for nothing... but worry not, I can fight bigger foes just as well.\"", "Hilde says: \"I like travelling with you, $playername. Visiting different islands is better than staying in one place and fighting goblins day and night.\"", "Hilde says: \"My first teacher was my father. He was a great swordsman. This is his sword.\"", "Hilde Goblinsbane says: \"So, what hideous monsters are we slaying next?\"", "Hilde says: \"With me on your side, you don't have to worry about bandits or goblins. Especially not about goblins.\""],
}>>
<</widget>>
<<widget "magnus">>
<<set setup.magnus to {
type:"elitemercenary",
name:"Magnus the Foolhardy",
namecapitalised:"Magnus the Foolhardy",
nameshort:"Magnus",
hasreach:true,
attackbonus:3,
specialattackbonus:5,
maxcooldown:5,
mincooldown:3,
mindamage:9,
maxdamage:13,
minpowerdamage:10,
maxpowerdamage:15,
minpowerdamage2:20,
maxpowerdamage2:30,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"physical",
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:false,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:0,
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
special2damaging:true,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["Magnus attacks $enemy.name with his greataxe", "Magnus attacks $enemy.name with his heavy crossbow"],
attacknormalmessage:["Magnus attacks $enemy.name with his greataxe"],
attackflyingmessage:["Magnus attacks $enemy.name with his heavy crossbow"],
specialattackmessage:"Magnus shoots a stun bolt from his crossbow at $enemy.name",
specialattack2message:"Magnus throws a javelin at $enemy.name",
unhiremessage:"Magnus the Foolhardy says:<br><br>\"Guess I have to look for another job. Bah! I enjoyed our travels. Come and hire me again anytime, if you feel like it.\"<br><br>Magnus returned to the inn where you hired him.",
chat:["\"You were right to hire me\", Magnus says. \"I'm one of the best warriors in the Archipelago. I may like boasting, but that doesn't change the truth! I swear I could take on Hjafnir himself, were he still alive.\"", "\"I worked for more travelling merchants than I can count\", Magnus says and grins. \"Some were wealthier than you; merchants who owned big ships, travelled in huge caravans. But none of them were as adventurous as you, and that's why I like you best of all.\"", "Magnus is examining his greataxe. \"A decent weapon\", he says. \"I owned an even better one, but I smashed it to pieces fighting an especially tough armour golem.\"", "Magnus says: \"Well, what are we waiting for? Time is money. Your money, $playername!\"", "Magnus says: \"I could use a beer. Or a good fight. One of the two would be just fine, both – even better.\""]
}>>
<</widget>><<switch visited()>><<case 1>>You sit down and start talking with <<if $followerweak.nameshort == "Devon">>a young man with a clean-shaven head. He's wearing plain brown clothing and carrying a large leather bag. At first he's reserved, but he quickly opens up.
"I'm Devon," he says. "Some call me Devon the Devoted. Excuse me, but... you're a traveller, I presume? I was looking for someone to travel with; I'd like to see the world. And I won't be a burden. I am a healer. In fact, I hope travelling would give me an opportunity to learn more about restorative magic."
<<else>>a young woman with golden curls and a bright smile. She's carrying a staff made of white wood.
"A new face!" she exclaims excitedly. "Wonderful! This place can get very boring, but you – you seem like an interesting person. I'm Rose Brightmoon, by the way, adept of restorative magic. So, what brings you here? If you're looking for a healer to join you in your travels, I'm in! I can already sense we'll make a great team."<</if>><<default>><<print $followerweak.name>> is sitting in the corner of the inn and greets you with a smile as you approach.<</switch>>
Healers aren't great at attacking the enemy, but they can heal you in combat if your HP is low, as well as remove the "Weaken" status effect. However, a healer can only use these abilities a limited number of times in a single fight.
<<if $ally.name != "none">>\
(If you recruit a new ally, your current ally will leave you<<if $ally.type == "beast">> and return to the wild<<else>>. You can rehire them later<</if>>.)
<</if>>\
[["Recruit " + $followerweak.name|followerweakrecruited]]
[[Back|$return]]<<switch visited()>><<case 1>>People at the inn point you towards a local mystic – <<if $followerstrong.nameshort == "Cassia">>an elderly woman with a weathered face and eyes bright with intelligence. She's wearing plain brown clothes and a large, worn cloak.
Her name is Cassia the Traveller; she's seen much of the world and knows a lot about magic. At first, Cassia is not interested in accompanying you, but you manage to persuade her by telling her about your past adventures, and the ones that will certainly follow.
"It's been a while since I've travelled and faced danger. And sitting here makes me feel old. All right, I'll go with you. I can sense it won't be boring... and you may need a mystic's help to stay alive, if half of what you said was true."
<<else>>a tall, middle-aged man wearing dark blue robes and a small hat. He's sitting in the corner of the inn, engrossed in a book.
At first, the mystic doesn't want to talk with you and scolds you for disturbing him, but when you start describing your adventures and places you visited, his eyes spark with interest.
"You travel a lot, my friend," he remarks. "I could use your boat. And you could use the help of a mage, I presume. How about we join forces for a journey of discovery? Oh, I have nearly forgotten – I'm Oric. Locals call me Oric the Learned, and rightly so."<</if>><<default>><<print $followerstrong.name>> is sitting in the corner of the inn and greets you with a smile as you approach.<</switch>>
Mystics are strong spellcasters who can poison and weaken enemies.
<<if $ally.name != "none">>\
(If you recruit a new ally, your current ally will leave you<<if $ally.type == "beast">> and return to the wild<<else>>. You can rehire them later<</if>>.)
<</if>>\
[["Recruit " + $followerstrong.name|followerstrongrecruited]]
[[Back|$return]]<<switch visited()>><<case 1>>In the corner of the inn you spot <<if $mercenaryweak.nameshort == "Jarec">>a giant man with face disfigured by a long scar; half of his nose is missing. The man is armed and wears the insignia of the Mercenary Guild.
"I'm Jarec Halfnose," the man says. "If you think I'm ugly, wait till you see me in combat. Enemies flee from me as fast as they can! So, if you're a travelling merchant looking for a bodyguard, you should hire me."<<else>>a short, but muscular woman with black hair and a scar on her cheek. She's armed with a sword and wears the insignia of the Mercenary Guild.
She eyes you, her expression inscrutable. When you ask her if she's a mercenary, she finally speaks in a hoarse voice.
"Hilde Goblinsbane, they call me. Used to protect a nearby village from goblins. Which are all dead now, and I'm out of work. I'll travel with you, merchant, if you can afford my rates."<</if>><<default>><<print $mercenaryweak.name>> is sitting in the corner of the inn and greets you with a curt nod as you approach.<</switch>>
Mercenaries are strong warriors, but recruiting them costs money; in addition, you will have to pay them each time you want to call on them in combat.
<<if $ally.name != "none">>\
(If you recruit a new ally, your current ally will leave you<<if $ally.type == "beast">> and return to the wild<<else>>. You can rehire them later<</if>>.)
<</if>>\
<<if $silver >= 500>>\
[["Hire " + $mercenaryweak.name + " for 500 silver"|mercenaryweakrecruited]]
<<else>>\
Hire <<print $mercenaryweak.name>> for <span class = "red">500 silver</span>
<</if>>\
[[Back|$return]]<<switch visited()>><<case 1>>In the corner of the inn you spot <<if $mercenarystrong.nameshort == "Myra">>a tall, sinewy woman with reddish hair and an aquiline nose. She's wearing mail armour and a small badge with the insignia of the Mercenary Guild. A battle-worn greatsword is propped against the wall in her arm's reach.
"I'm Myra Battle-Blade," the woman says, noticing your interest in her. "A warrior whose sword longs for combat. Hire me to be your bodyguard, and I'll cut down your enemies like withered grass!"<<else>>a muscular man with grey hair and beard. His face is marked with many scars. He's wearing battle-worn armour with the insignia of the Mercenary Guild and carrying a greataxe on his back.
"Are you a travelling merchant looking for a bodyguard?" the man asks. "You need look no further. I'm Magnus the Foolhardy, and a man called "Foolhardy" will live to be my age only if he's one of the best fighters in the Archipelago. If you have silver to spare and enemies to kill, I'm your man."<</if>><<default>><<print $mercenarystrong.name>> is sitting in the corner of the inn and greets you with a curt nod as you approach.<</switch>>
Elite mercenaries are excellent warriors, but recruiting them costs money; in addition, you will have to pay them each time you want to call on them in combat.
<<if $ally.name != "none">>\
(If you recruit a new ally, your current ally will leave you<<if $ally.type == "beast">> and return to the wild<<else>>. You can rehire them later<</if>>.)
<</if>>\
<<if $silver >= 2000>>\
[["Hire " + $mercenarystrong.name + " for 2000 silver"|mercenarystrongrecruited]]
<<else>>\
Hire <<print $mercenarystrong.name>> for <span class = "red">2000 silver</span>
<</if>>\
[[Back|$return]]<<silently>><<unhire>><<set $ally to $followerweak>><<set $followerweakhired to true>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
<<if $followerweak.nameshort == "Devon">>Devon gets up immediately.
"I'm grateful you let me join you," he says. "We can do a lot of good together. Lead, $playername, and I will follow."<<else>>Rose claps her hands.
"Amazing!" she exclaims. "Let's get out of this dingy tavern and go on an adventure. I'll keep you safe and healthy, $playername."<</if>>
<span class = "gold"><<print $followerweak.name>> is now your ally!</span>
<<link [[Continue|$return]]>><<unset $unhiremessage>><</link>><<silently>><<unhire>><<set $ally to $followerstrong>><<set $followerstronghired to true>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
<<if $followerstrong.nameshort == "Cassia">>Cassia nods and gets up.
"Fine. This might be interesting. Let's go, $playername."<<else>>Oric gets up and pockets his book.
"So, it has been decided," he says. "Very well. When do we set sail, $playername?"<</if>>
<span class = "gold"><<print $followerstrong.name>> is now your ally!</span>
<<link [[Continue|$return]]>><<unset $unhiremessage>><</link>><<silently>><<unhire>><<set $silver -= 500>><<set $ally to $mercenaryweak>><<set $mercenaryweakhired to true>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
<<if $mercenaryweak.nameshort == "Jarec">>Jarec takes the silver and gets up.
"It's a deal, then," he says. "I'll follow you from now on, $playername. It's a bad day for your enemies."<<else>>Hilde accepts your silver and shakes your hand.
"It's good to have a job again," she says. "Lead the way, $playername."<</if>>
<span class = "gold"><<print $mercenaryweak.name>> is now your ally!</span>
<<link [[Continue|$return]]>><<unset $unhiremessage>><</link>><<silently>><<unhire>><<set $silver -= 2000>><<set $ally to $mercenarystrong>><<set $mercenarystronghired to true>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
<<if $mercenarystrong.nameshort == "Myra">>Myra pockets the silver and picks up her sword.
"Excellent," she says. "Time has come for this warrior to act. Now, where are we heading, $playername?"<<else>>Magnus takes the silver you gave him and smiles.
"Lead the way, $playername. With me on your side, you've got nothing to fear."<</if>>
<span class = "gold"><<print $mercenarystrong.name>> is now your ally!</span>
<<link [[Continue|$return]]>><<unset $unhiremessage>><</link>>A beautiful, richly decorated silver carafe.
Its maker displayed a rare level of skill.
<a class="link-internal ui-close">Close</a>Your current ally is $ally.name.
<<if $ally.type != "beast">>\
[["Talk to " + $ally.nameshort|allychat]]
<</if>>\
[[Part ways with your ally|allypartways]]
[[Close the Ally view|$return]]You can part ways with your ally; they will leave you<<if $ally.type == "beast">> and return to the wild<<else>>, but you can rehire them later<</if>>.
[[Part ways|allyleaves]]
[[Back|allytab]] <<silently>><<unhire>><<set $ally to $allynone>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>>\
Your tamed beast leaves you and returns to the wild.
<</if>>\
Currently, you don't have an ally.
[[Continue|$return]]
<<print $ally.chat.random()>>
[[Back|allytab]] One of the Dean's assistants hands you a heavy bag of coins.
"May this gift help you in your exploration and research, $playername", the Dean says.
<span class = "gold">You received 5000 pieces of silver!</span>
[[Continue|academy]] One of the Dean's assistants hands you the gnarled staff, polished with long use.
"This staff greatly enhances a wizard's power", the Dean says. "I hope you'll put it to a good use."
<span class = "gold">You received Sage's Staff!</span>
[[Continue|academy]] One of the Dean's assistants hands you the curious dagger.
"May this keep you safe during your travels and exploration, $playername," the Dean says.
<span class = "gold">You received Needle!</span>
[[Continue|academy]] One of the Dean's assistants hands you the long bow adorned with strange symbols.
"May this keep you safe during your travels and exploration, $playername," the Dean says.
<span class = "gold">You received Piercing Bow!</span>
[[Continue|academy]] "An eager assistant!" the Inventor exclaims. "How splendid! I'll explain everything."
He points towards a strange helmet, placed on a mannequin in the corner of the room. The helmet is decorated with jewels. There are tangled tubes coming out of it and leading to a big barrel.
"I'm one step away from revolutionising learning", the Inventor says. "Do you know how long it takes some people to gain even the smallest amount of knowledge? How dense most students are? And how difficult it is to learn anything without experiencing it, even though some people claim books are all you need? Well, with my Experience Transfer Helmet idiots won't have to remain idiots for the rest of their lives. We won't need years to turn students into useful members of the society – only moments! You see, some people attain more experience than others. Some have more than they actually need. My Helmet helps redistribute that experience. You seem like an adventurous type; I'm sure you've travelled to places and seen things, unlike our poor, miserable students. I could... collect some of your experiences using the Helmet, then transfer them to a recipient. What say you?"
[[Agree to help the Inventor|sellexp]]
[[Refuse to help the Inventor|inventorrefuse]]
"That's very interesting, very interesting indeed," the Inventor mumbles, looking as if he's already forgotten your name. "Haven't I heard about you before? No matter. You came at the very right moment. You can help me achieve greatness."
The Inventor points towards a strange helmet, placed on a mannequin in the corner of the room. The helmet is decorated with jewels. There are tangled tubes coming out of it and leading to a big barrel.
"I'm one step away from revolutionising learning," the Inventor says. "Do you know how long it takes some people to gain even the smallest amount of knowledge? How dense most students are? And how difficult it is to learn anything without experiencing it, even though some people claim books are all you need? Well, with my Experience Transfer Helmet idiots won't have to remain idiots for the rest of their lives. We won't need years to turn students into useful members of the society – only moments! You see, some people attain more experience than others. Some have more than they actually need. My Helmet helps redistribute that experience. You seem like an adventurous type; I'm sure you've travelled to places and seen things, unlike our poor, miserable students. I could... collect some of your experiences using the Helmet, then transfer them to a recipient. What say you?"
[[Agree to help the Inventor|sellexp]]
[[Refuse to help the Inventor|inventorrefuse]]
"Oh, a new member? Nobody invited me to your welcome ceremony. Or I just threw the invitation away, because I was busy doing actual research, unlike certain other people, who only want to party and gossip. Some scholars they are! Anyway, congratulations on becoming a member of the Academy, and so on, and so forth. Who knows, maybe you're experienced enough to actually help me."
The Inventor points towards a strange helmet, placed on a mannequin in the corner of the room. The helmet is decorated with jewels. There are tangled tubes coming out of it and leading to a big barrel.
"I'm one step away from revolutionising learning," the Inventor says. "Do you know how long it takes for some people to gain even the smallest amount of knowledge? How dense most students are? And how difficult it is to learn anything without experiencing it, even though some people claim books are all you need? Well, with my Experience Transfer Helmet idiots won't have to remain idiots for the rest of their lives. We won't need years to turn students into useful members of the society – only moments! You see, some people attain more experience than others. Some have more than they actually need. My Helmet helps redistribute that experience. You seem like an adventurous type; I'm sure you've travelled to places and seen things, unlike our poor, miserable students. I could... collect some of your experiences using the Helmet, then transfer them to a recipient. What say you?"
[[Agree to help the Inventor|sellexp]]
[[Refuse to help the Inventor|inventorrefuse]]
<<set $inventoragreed to true>>\
<<switch visited()>><<case 1>>"Excellent!" the Inventor exclaims. "You are about to be part of a great scientific advance. Come on, sit down."
<</switch>>\
The Inventor takes his Experience Transfer Helmet and puts it on your head.
<<if $exptotal < 10000>>\
You feel the Helmet getting warmer; it starts emitting blueish smoke and hums quietly, then, suddenly, it all stops.
The Inventor looks heartbroken.
"Not again! And here I thought I finally found the right person!"
He takes the Helmet off your head and explains:
"You haven't experienced enough in your life to enable transfer. Please, do return after you've travelled some more. I'm desperate for help. I would try using the Helmet on myself, but we can't risk my genius."
You need at least 10000 EXP total to sell experience to the Inventor!
[[Back|laboratory]]
<<else>>\
You feel the Helmet getting warmer; it starts emitting blueish smoke and hums quietly.
The Inventor claps his hands.
"Tremendous! You have enough experience to enable transfer! Now, tell me how much of your experience you want to share with the less fortunate. I will pay you for every single bit, of course. I'm a renowned researcher who respects his assistant's hard work, not some mind-stealing fraud. I can offer you plain, boring money, potions, or even some of my inventions. But the reward depends, of course, on how much I'll be able to extract from you."
(You can now exchange your currently available EXP for various rewards!)
<div class="row">\
<div class="leftcolumn">\
100 pieces of silver
</div>\
<div class="rightcolumn">\
<<if $exp >= 100>>\
<<link [[Transfer 100 EXP to obtain|sellexp]]>><<set $silver += 100>><<set $exp -= 100>><</link>>
<<else>>\
<span class = "red">Transfer 100 EXP to obtain</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="leftcolumn">\
500 pieces of silver
</div>\
<div class="rightcolumn">\
<<if $exp >= 500>>\
<<link [[Transfer 500 EXP to obtain|sellexp]]>><<set $silver += 500>><<set $exp -= 500>><</link>>
<<else>>\
<span class = "red">Transfer 500 EXP to obtain</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="leftcolumn">\
<span class = "examine"><<link "Bottled Explosion">><<script>>
Dialog.setup("Bottled Explosion");
Dialog.wiki(Story.get("bottledexplosion").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
<div class="rightcolumn">\
<<if $exp >= 400>>\
<<link [[Transfer 400 EXP to obtain 3 vials|sellexp]]>><<set $bottledexplosion += 3>><<set $exp -= 400>><</link>>
<<else>>\
<span class = "red">Transfer 400 EXP to obtain 3 vials</span>
<</if>>\
</div>\
</div>\
<div class="row">\
<div class="leftcolumn">\
<span class = "examine"><<link "Bottled Thunder">><<script>>
Dialog.setup("Bottled Thunder");
Dialog.wiki(Story.get("bottledthunder").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
<div class="rightcolumn">\
<<if $exp >= 800>>\
<<link [[Transfer 800 EXP to obtain 3 vials|sellexp]]>><<set $bottledthunder += 3>><<set $exp -= 800>><</link>>
<<else>>\
<span class = "red">Transfer 800 EXP to obtain 3 vials</span>
<</if>>\
</div>\
</div>\
<<if not $eyeobtained>>\
<div class="row">\
<div class="leftcolumn">\
<span class = "examine"><<link "Inventor's Eye">><<script>>
Dialog.setup("Inventor's Eye");
Dialog.wiki(Story.get("inventorseye").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
<div class="rightcolumn">\
<<if $exp >= 1000>>\
<<link [[Transfer 1000 EXP to obtain|sellexp]]>><<set $inventorseye += 1>><<set $exp -= 1000>><<set $eyeobtained to true>><</link>>
<<else>>\
<span class = "red">Transfer 1000 EXP to obtain</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $apronobtained>>\
<div class="row">\
<div class="leftcolumn">\
<span class = "legendary"><<link "Inventor's Apron">><<script>>
Dialog.setup("Inventor's Apron");
Dialog.wiki(Story.get("inventorsapron").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
<div class="rightcolumn">\
<<if $exp >= 2000>>\
<<link [[Transfer 2000 EXP to obtain|sellexp]]>><<set $inventorsapron += 1>><<set $exp -= 2000>><<set $apronobtained to true>><</link>>
<<else>>\
<span class = "red">Transfer 2000 EXP to obtain</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if not $malletobtained>>\
<div class="row">\
<div class="leftcolumn">\
<span class = "legendary"><<link "Inventor's Mallet">><<script>>
Dialog.setup("Inventor's Mallet");
Dialog.wiki(Story.get("inventorsmallet").processText());
Dialog.open();
<</script>>
<</link>></span>
</div>\
<div class="rightcolumn">\
<<if $exp >= 4000>>\
<<link [[Transfer 4000 EXP to obtain|sellexp]]>><<set $inventorsmalletowned += 1>><<set $exp -= 4000>><<set $malletobtained to true>><</link>>
<<else>>\
<span class = "red">Transfer 4000 EXP to obtain</span>
<</if>>\
</div>\
</div>\
<</if>>\
[[Back|laboratory]]
<</if>>\"And here I thought you were a scientifically-minded person," the Inventor snarls, visibly disappointed. "Well, come back if you change your mind and decide to help me further my career. I mean, advance the methodology of learning by centuries."
[[Continue|laboratory]]<i>A small amulet of white stone, encrusted with precious metals
and shaped like an eyeball. It seems to be staring back at you.</i>
When active, enables the use of the Study technique as if the
wearer had Survival level 2. (The amulet doesn't grant any
benefits to characters with Survival level 2).
<a class="link-internal ui-close">Close</a>"Oh, that's a result of an old experiment," the Inventor says. "When I was young, I had the brilliant idea for a flying eye spell, which would be most useful for scouting distant places."
You ask the Inventor if his spell failed.
"Oh, no, it worked exactly as planned!" he replies. "But a crow stumbled upon the flying eye, and ate it. The last thing I've seen with it was... well, I had nightmares for months after that."
[[Back|laboratory]] "Oh, I'm working on many wonderful things," the man replies. "The most important is, of course, the Experience Transfer Helmet. Others... I'd prefer to keep them secret. Talking too much often ends up in your brilliant ideas being stolen by unscrupulous mediocrities."
[[Back|laboratory]] <<switch visited()>>\
<<case 1>>\
As you enter the Main Hall, you see a strange view. A red-haired woman in black clothes, her face pretty, but twisted with anger, is standing in the middle of the Hall, shouting at the Dean, who's cowering in fear, trying to calm her down. Other scholars are gathered around; they all look scared and unsure of what to do.
"Is this how you treat your saviour?" the red-haired woman asks, pointing her staff at the Dean, who stumbles back in fear. "I want to be taken to the treasure chamber right now. This is MY Academy and I have the right to take anything in here for myself if I want to!"
The Dean mumbles some excuses, which cause the woman to scream and shoot a fireball from the tip of her staff. The fireball smashes one of the stained glass windows of the Hall. The Academy members exchange terrified looks.
"If you want to keep for yourself what belongs to Sorceress Mirlanda, your greed will be punished!" the woman says.
<<case 2>>\
The woman claiming to be Sorceress Mirlanda still resides in the Main Hall of the Academy, on a throne-like chair. She's examining a mass of golden trinkets piled in the centre of the Hall.
"I quite like this, and that" she says, patting the Dean on the shoulder with her staff. "You weren't completely useless. You gathered some nice things while I was away."
<<if $ally.type == "demon">>\
"Master, is that truly the accursed Sorceress?" your demon servant whispers. You sense the creature's rage brewing. "Annihilate her! Destroy her now! She feels weaker now, you could kill her with a single thought!"
<</if>>\
<<default>>\
The woman claiming to be Sorceress Mirlanda still resides in the Main Hall of the Academy, on a throne-like chair. The worried scholars are gathered around, listening to her orders.
<</switch>>
[[Quietly talk to the scholars at the back of the Hall|mirlandascholars]]
[[Confront the woman|mirlandatalk]]
The scholars seem too scared to talk to you. Only when the red-haired woman turns her back towards them, occupied with screaming at someone on the other end of the Hall, do you manage to get a response from them.
"You haven't seen that woman get really angry," one scholar whispers. "We're doomed!"
You quietly ask if they think it's the real Sorceress Mirlanda.
"She must be, with the power she wields!" answers the same scholar.
"Impossible," disagrees another one. "Mirlanda was a noble hero. This is a violent madwoman. A criminal with too much power. How did she learn to use such strong magic?"
[[Back|confrontfalsemirlanda]]<<set $falsemirlandaconfronted to true>>You walk right up to the woman who calls herself Sorceress Mirlanda.
"Oh? And who are you?" she asks with a contemptuous smile.
<<if $academymember>>"This is $playername, an esteemed member of the Academy", the Dean replies in your stead. He seems to have regained some courage upon seeing you. "And a hero of the Archipelago, who will surely stop your reign of terror."<<else>>You say your name is $playername.
The Dean gasps.
"$playername? I've heard of you. You're the one they call the hero of the Archipelago!"<</if>>
The red-haired woman laughs in an unpleasant way.
"A hero? That's rich! What 'hero' could compare to Sorceress Mirlanda? I've saved the Archipelago countless times in the past, and now, after I'd conquered death itself and returned, I've already accomplished more than that pitiful adventurer will in a lifetime. I am the <<print $greatdeeds[0]>>! I am the <<print $greatdeeds[1]>>! And, I, not your 'hero', am the <<print $greatdeeds[2]>>! Begone, vermin, before I blast you with my magic!"
[[Say that the real Mirlanda would never act like this|fakerude]]
[[Accuse "Mirlanda" of trying to steal credit for your accomplishments|fakeimposter]]You say out loud that the real Mirlanda would never try to take over the Academy by force; she wouldn't threaten the scholars or claim the treasures of the Academy for herself.
"$playername's right!" an elderly wizard shouts. "Enough of this. Not only have you brought violence and terror into the Academy, young lady, but you tried to tarnish the name of the great Sorceress Mirlanda. You're simply despicable!"
Other scholars stare at the wizard, scared, but then one person nods in agreement; then, another one. Soon, the crowd is murmuring "fake Sorceress!".
The woman's face turns as red as her hair.
"Fools!" she screams. She raises her staff and starts blasting fireballs and lightning bolts everywhere. Scholars scream and ran for cover. "I'm going to kill you all and I'll start with that accursed liar $playername!"
The woman who calls herself Mirlanda attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "falsemirlandaescape">><<set $winroom to "falsemirlandawin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "falsemirlandawindragonform">><<set $playermessage to "The scholars gasp in surprise as you transform into a mighty dragon.<br><br>The red-haired woman looks panicked, but manages to compose herself, then points her staff at you!<br><br>\"So, you really are an evil monster!\", she shouts. \"Down with you, dragon!\"">><</link>><</if>>\You tell the woman everything she claims to have accomplished was, in fact, your doing. You're not showing any fear of her, and your composure infuriates "Mirlanda" even more.
"Pitiful imposter!" she screams. "You think anyone is going to believe you?"
She looks at the scholars gathered around.
"Do you believe that insolent adventurer, my servants? Surely no one sane would! Do you think some third-grade 'hero' accomplished those deeds, not Sorceress Mirlanda herself?!"
The scholars stay silent from a moment, then an elderly wizard clears his throat and says:
"As a matter of fact, we don't need to believe anything. <<if $academymember>>We <i>know</i> $playername, member of the Academy, accomplished that, and more.<<else>>I studied recent events in the Archipelago and I know all those great deeds were accomplished by someone named $playername, whose description corresponds to our recently arrived friend.<</if>> It is you who are an imposter, young lady. I don't know where you got your formidable magic powers from, but being strong doesn't make you Sorceress Mirlanda. She was a kind and generous soul, not a petty, power-mad tyrant."
Other scholars stare at the wizard, scared, but then one person nods in agreement; then, another one. Soon, the crowd is murmuring "fake Sorceress!".
The woman's face turns as red as her hair.
"Fools!" she screams. She raises her staff and starts blasting fireballs and lightning bolts everywhere. Scholars scream and ran for cover. "I'm going to kill you all and I'll start with that accursed liar $playername!
The woman who calls herself Mirlanda attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "falsemirlandaescape">><<set $winroom to "falsemirlandawin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "falsemirlandawindragonform">><<set $playermessage to "The scholars gasp in surprise as you transform into a mighty dragon.<br><br>The red-haired woman looks panicked, but manages to compose herself, then points her staff at you!<br><br>\"So, you really are an evil monster!\", she shouts. \"Down with you, dragon!\"">><</link>><</if>>\You managed to escape from combat with the Sorceress and leave the Academy grounds.
Seems like the red-haired woman will remain in the Academy, terrorising the scholars.
[[Continue|$currentisland]]<<set $falsemirlandadefeated to true>>"Stand back!" the false Sorceress shouts. "Don't come any closer, or I'm going to destroy you with my magic!"
She waves her staff at you, but nothing happens. The wounded woman looks at the staff in disbelief, then drops it and collapses to the floor.
"I... was going to get rich... and famous..." she utters with anger. Then, her voice turns pitiful. "Don't kill me, please... I'm just a poor adventurer. I found this staff... I didn't want to cause any trouble..." she mumbles before passing out.
The Dean looks at her sternly.
"A petty criminal, abusing power she had no right to wield, then begging for mercy. Very well. We won't kill her, but she won't escape trial. Take her to the healers. And watch her until the guards arrive for her."
As the scholars carry the unconscious woman away, the Dean turns to you.
"$playername, you saved us from that terrible woman. I can't express how grateful everyone here is."
He looks around, assessing the damage your fight caused to the Main Hall.
"It was rough for the Academy, but we'll rebuild everything. Also, I want a team of battle mages training regularly in case something like that happens again. We failed at defending ourselves. We can't count on $playername always being here to help us."
[[Continue|getmirlandastaff]]The woman claiming to be Sorceress Mirlanda still resides in the Main Hall of the Academy, on a throne-like chair. The worried scholars are gathered around, listening to her orders.
"It's you again, $playername!" the woman shouts with anger when she sees you. "This time you won't escape. I will destroy you, false hero!"
The woman who calls herself Mirlanda attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "falsemirlandaescape">><<set $winroom to "falsemirlandawin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "falsemirlandawindragonform">><<set $playermessage to "The scholars gasp in surprise as you transform into a mighty dragon.<br><br>The red-haired woman looks panicked, but manages to compose herself, then points her staff at you!<br><br>\"So, you really are an evil monster!\", she shouts. \"Down with you, dragon!\"">><</link>><</if>>\<div class = "popup">This woman claims to be Sorceress Mirlanda herself, brought back to life by her magic, but it is clear she's lying; unlike the real, wise and heroic Mirlanda, she's a petty tyrant, threatening the Academy scholars with violence and trying to steal their treasures. Nevertheless, she's able to cast extremely powerful spells with her staff...
Enemy type: sentient
Max. HP: 100
Defence: 8
Magic defence: 8
Damage reduction: 3
<span class = "heading">STUN:</span> The Sorceress's attacks may stun the opponent.
<span class = "heading">BURN:</span> The Sorceress's attacks may set the opponent on fire.
<span class = "heading">POISON:</span> The Sorceress's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "falsesorceressmirlanda">>
<<set setup.falsesorceressmirlanda to {
type:"sentient",
maxhp:100,
mindamage:8,
maxdamage:14,
minpowerdamage:12,
maxpowerdamage:18,
minpowerdamage2:17,
maxpowerdamage2:25,
damagetype:"magic",
specialdamagetype:"fire",
specialdamage2type:"lightning",
normalattackisspell:true,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:99,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:3,
specialattack2bonus:3,
defense:8,
escapediff:6,
dr:3,
drignore:0,
magicdefense:8,
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,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:4,
poisonduration:4,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:5,
maxburndamage:8,
poisondamage:6,
maxcooldown:7,
mincooldown:4,
maxcooldown2:7,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"poison1",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:true,
special2fortify:false,
specialplayeraction:"",
name:"the Sorceress",
namecapitalised:"The Sorceress",
namefullcaps:"SORCERESS MIRLANDA?",
nameundetermined:"a sorceress",
nulldamagemessage:"but the Sorceress's robes absorb the damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The Sorceress drops to her knees, defeated.<br><br>\"That... wasn't supposed to go like this!\" she screams, the panic on her face mixed with anger.",
attackallmessages:["The Sorceress shoots a bolt of lightning from her staff", "The Sorceress shoots a magic missile from her staff", "The Sorceress attacks with a blast of magic from her staff"],
attacknormalmessage:["The Sorceress shoots a bolt of lightning from her staff", "The Sorceress shoots a magic missile from her staff", "The Sorceress attacks with a blast of magic from her staff"],
attackflyingmessage:["The Sorceress shoots a bolt of lightning from her staff", "The Sorceress shoots a magic missile from her staff", "The Sorceress attacks with a blast of magic from her staff"],
cantreachmessage:[],
specialattackmessage:"The Sorceress casts a fireball spell with her staff",
specialattack2message:"The Sorceress casts a lightning bolt spell with her staff",
healmessage:"The Sorceress tries to cast a spell, but nothing happens.<br>\"Damn it!\" she screams, shaking her staff. \"Work, you piece of junk!\"",
devourmessage:"",
playerdrainmessage:"the life energy of the Sorceress",
intromessage:["You are attacked by the angry Sorceress, wielding a staff which crackles with magic energy!"],
codexdiff:1,
silver:100,
exp:500,
}>>
<</widget>><<set $falsemirlandadefeated to true>>You're no longer a dragon, but the scholars who witnessed the death of false Sorceress Mirlanda seem afraid of you. However, scientific curiosity eventually overcomes their fear.
"That was incredible, $playername", someone says with admiration. "I always thought the legends about people transforming into dragons were only that – legends."
"You opened up a new area of research!" someone else shouts enthusiastically.
"First and foremost," the Dean says, "$playername saved us from that terrible woman. I can't express how grateful everyone here is."
He looks around, assessing the damage your fight caused to the Main Hall.
"It was rough for the Academy, but we'll rebuild everything. Also, I want a team of battle mages training regularly in case something like that happens again. We failed at defending ourselves. We can't count on $playername always being here to help us."
[[Continue|getmirlandastaff]]
<<set $greatdeeds.push(setup.defeatfalsemirlanda)>><<set $greatdeedsrewards.push(setup.defeatfalsemirlanda)>>\
The Dean picks up the staff dropped by the false Sorceress and examines it carefully.
"Interesting," he says. "If I am not very much mistaken, this is the actual staff of Sorceress Mirlanda herself. A powerful artefact she imbued with her magic. That imposter woman must have found it somewhere and realised what power she held in her hands. For I'm sure she's no mage; without the staff, she couldn't cast the simplest of spells. It's very unfortunate this artefact was discovered by a violent criminal, not by one of us..."
He casts a spell with the staff, summoning a tiny flame at its tip, and frowns.
"What's also unfortunate is that the reckless woman used up most of the staff's power. Such priceless artefact, almost completely ruined! The staff was not intended for casting so many spells in such a short time. As it is, I'm afraid it won't ever return to its full power. However, it can still store some magic energy, which should, in time, regenerate."
He turns, offering the staff to you.
"You defeated the one wielding the staff, $playername. Even though I'd love to keep Mirlanda's legacy, you have every right to take it. But if you decide to donate it to the Academy, I can offer you 6000 pieces of silver in return."
[[Take Mirlanda's Staff|mirlandasstafftake]]<span id = "tab"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Mirlanda's Staff");
Dialog.wiki(Story.get("mirlandasstaff").processText());
Dialog.open();
<</script>>
<</link>></span></span>
[[Take the 6000 pieces of silver|mirlandasstaffsell]]<<set $mirlandasstaffowned += 1>><<set $mirlandasstaffcharges to 2>><<set $renown += 2>><<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>>\
"May it serve you well," the Dean says, handing the carved staff over to you. "Use it wisely and responsibly, unlike its previous owner."
<span class = "gold">You obtained Mirlanda's Staff!</span>
"Thank you again for all you've done, $playername. <<if $academymember>>I knew you'll be a valuable addition to our ranks.<</if>> Everyone is a little shaken now, so I think we should rest. Then, we'll have a party in your honour."
This night you sleep in a comfortable bed.
<span class = "gold">Your HP and MP were fully restored!</span>
The next day, a great feast is held. You are the guest of honour; many scholars and nobles want to talk to you. The news of false Mirlanda and her defeat by your hand spread fast indeed!
<span class = "gold">Your renown goes up by 2!</span>
After the feast, you leave the Academy in search of new adventures.
[[Continue|$currentisland]]<<set $silver += 6000>><<set $renown += 2>><<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>>\
"The Academy is grateful for your generosity," the Dean says. "Anything that belonged to Sorceress Mirlanda has a special meaning to us, exceeding its monetary value, or even research value."
<span class = "gold">You gained 6000 pieces of silver!</span>
He hands the staff over to his assistants, ordering them to safely lock it in the Vault until a proper display space is prepared.
"Thank you again for all you've done, $playername. <<if $academymember>>I knew you'll be a valuable addition to our ranks.<</if>> Everyone is a little shaken now, so I think we should rest. Then, we'll have a party in your honour."
This night you sleep in a comfortable bed.
<span class = "gold">Your HP and MP were fully restored!</span>
The next day, a great feast is held. You are the guest of honour; many scholars and nobles want to talk to you. The news of false Mirlanda and her defeat by your hand spread fast indeed!
<span class = "gold">Your renown goes up by 2!</span>
After the feast, you leave the Academy in search of new adventures.
[[Continue|$currentisland]]
<<widget "setquestscontent">>
<<set setup.questnone to {
name:"none",
rumour:"none",
rumourjournal:"none",
journal:"none",
journalfinished:"none",
linkname:"none",
target:"none",
}
>>
<<set setup.banditking to {
name:"The Bandit King",
rumour:"Locals tell you about a bandit attack on a small settlement in the distant part of the island, which happened a few days ago. The bandits stole all of the silver, which the villagers had saved for trading with travelling merchants. Those merchants visit them regularly, providing all the necessities the villagers can't grow or craft themselves. With all of their money stolen, the villagers are in a tight spot now.",
rumourjournal:"A group of bandits attacked a small settlement and robbed the villagers of their savings.",
journal:"You started looking for the bandits who had stolen money from a small village.",
journalfinished:"You found the dead bandit leader who had stolen money from villagers.",
linkname:"Search for the bandits who stole the villagers' silver",
target:"banditkingstart",
}
>>
<<set setup.stolenstatuette to {
name:"Stolen Statuette",
rumour:"The townspeople tell you a precious statuette has been stolen from a local temple. The bold thief broke into the temple and escaped with the small clay sculpture, which was of some religious importance. The guards chased after the criminal, but he gave them the slip.",
rumourjournal:"A thief stole a precious statuette from a temple.",
journal:"You started investigating the case of the stolen statuette.",
journalfinished:"You recovered the statuette stolen from a local temple.",
linkname:"Investigate the case of the stolen statuette",
target:"stolenstatuettestart",
}
>>
<<set setup.shipwrightintrouble to {
name:"Shipwright in trouble",
rumour:"The townspeople tell you about bad luck which has befallen a local shipwright. Known for building sturdy and seaworthy boats, he was commissioned to construct a vessel for a local merchant, but he had all his tools stolen.",
rumourjournal:"A local shipwright had his tools stolen.",
journal:"Mischievous goblins have stolen a local shipwright's tools.",
journalfinished:"You helped the shipwright whose tools were stolen.",
linkname:"Meet with the unlucky shipwright",
target:"shipwrightintroublestart",
}
>>
<<set setup.vampirescurse to {
name:"The vampire's curse",
rumour:"Locals tell you about a small village where many children have fallen ill. The villagers apparently believe it's the result of a curse, which is somehow connected with the ruined castle on a hill overlooking the village.",
rumourjournal:"Children are falling ill in a small village.",
journal:"Children in a small village are suffering from a mysterious illness, which some people believe is caused by a curse.",
journalfinished:"You helped the villagers, who believed their children were being cursed.",
linkname:"Investigate the illness plaguing the nearby village",
target:"vampirescursestart",
}
>>
<<set setup.redknightquest to {
name:"Red Knight",
rumour:"Everybody in town seems to be talking about the Red Knight, a famed and fearsome warrior, who's recently arrived on $currentislandname. This mighty combatant, clad head to toe in red armour, boasts to be the best fighter in the entire Archipelago. He spends most of his time mocking other fighters and challenging them to duels, or drinking at the tavern. No one has been able to defeat him so far.",
rumourjournal:"The Red Knight appeared on the island.",
journal:"A mighty warrior known as the Red Knight is challenging other fighters to duels and, so far, always winning.",
journalfinished:"The fearsome Red Knight was finally bested in single combat.",
linkname:"Meet with the Red Knight",
target:"redknightstart",
}
>>
<<set setup.robbedgrave to {
name:"The Robbed Grave",
rumour:"Fearful rumours circulate around $currentislandname about an ancient tomb near a small village, where a vengeful and cruel spirit has appeared. People say it is the ghost of a warrior laid to rest in that tomb, who for some reason started killing the villagers.",
rumourjournal:"A powerful spirit is attacking people in a small village.",
journal:"A vengeful ancient spirit, whose sword was stolen from his tomb, is attacking people in a small village.",
journalfinished:"You laid the vengeful spirit of the ancient warrior to rest.",
linkname:"Travel to the village where the vengeful spirit appears",
target:"robbedgravestart",
}
>>
<<set setup.fisherwomansfind to {
name:"The Fisherwoman's Find",
rumour:"Rumours are going around about a poor fisherwoman from a nearby village, who fished out a beautiful golden chalice from the ocean a week or so ago. People say her find caught the interest of a local lord, and the woman threw the chalice away so that it didn't fall into the noble's hands.",
rumourjournal:"A golden chalice has been found by a fisherwoman.",
journal:"A poor fisherwoman has found a golden chalice, but then lost it.",
journalfinished:"You found the golden chalice a fisherwoman fished out of the ocean, then lost.",
linkname:"Ask around about the golden chalice",
target:"fisherwomansfindstart",
}
>>
<<set setup.thedevourer to {
name:"The Devourer",
rumour:"Local people tell you about their recent problems with goblins. A goblin tribe from the mountains, which used to stay away from human settlements, grew surprisingly bold in a very short time. The goblins started descending upon villages at night to steal food, which they carry back to their caves.<br><br>People in the town still think little of the threat – these are just goblins, after all – but those who arrive from the affected villages seem very scared, claiming it's only a matter of time before the goblins start killing people. They also say the goblins are controlled by some strange entity they call \"the Devourer\". In fact, some villagers come to town specifically to ask for help and protection from the Devourer, but it seems like the officials aren't interested in the matter.",
rumourjournal:"People in remote villages are being harassed by goblins.",
journal:"Local people are attacked by goblins, who worship a creature called the Devourer.",
journalfinished:"You have destroyed a horrible monster called the Devourer.",
linkname:"Travel to where the Devourer lives",
target:"devourerstart",
}
>>
<<set $slimedgoblinsleft to 5>>
<<set setup.monstersforhandbook to ["harpy", "death wolf", "goblin shaman", "fire jelly", "lightning jelly", "toxic jelly", "grave scorpion", "dark wolf", "skeleton warrior", "skeleton archer"]>>
<<set $handbookmonster1 to setup.monstersforhandbook.pluck()>>
<<set $handbookmonster2 to setup.monstersforhandbook.pluck()>>
<<set $handbookmonster3 to setup.monstersforhandbook.pluck()>>
<<set $handbookentries to 0>>
<<set setup.handbookofmonsters to {
name:"Handbook of Monsters",
rumour:"Locals tell you about a scholarly young woman who's recently arrived on $currentislandname. Apparently, she's an author, and has trouble gathering material for her book on monsters. She mentioned she was willing to pay seasoned adventurers for help.",
rumourjournal:"An author is looking for information on certain monsters.",
journal:"A woman writing a book on monsters of the Archipelago asked you for information about the following creatures: $handbookmonster1, $handbookmonster2, $handbookmonster3.",
journalfinished:"You have helped an author gather material for her book on monsters of the Archipelago.",
linkname:"Meet with the woman writing the book on monsters",
target:"handbookofmonstersstart",
}
>>
<<set setup.armwrestling to {
name:"The Arm-Wrestling Tournament",
rumour:"Locals tell you about an arm-wrestling competition which takes place every year in the port town. The competition attracts many viewers, as the reigning champion is a real, though tame, troll; no one's been able to defeat him in the ten years long history of the tournament, but many still try, eager to win the 3000 pieces of silver grand prize.",
rumourjournal:"Locals are organising an arm-wrestling tournament.",
journal:"An annual arm-wrestling tournament is going to take place in the port town.",
journalfinished:"You participated in the annual arm-wrestling tournament.",
linkname:"Participate in the arm-wrestling tournament",
target:"armwrestlingstart",
}
>>
<<set setup.twotreasures to {
name:"The Two Treasures",
rumour:"People are talking about a young adventurer, who left town a day or two ago. He bragged he was going to steal the treasures of a goblin tribe, which inhabits caves in the wilderness of $currentislandname.",
rumourjournal:"An adventurer went missing in the wilderness.",
journal:"A young adventurer set off to steal treasure from a goblin tribe.",
journalfinished:"You helped a young adventurer fend off goblins and received part of his loot as a reward.",
linkname:"Head in the direction of the goblin caves, where the adventurer went",
target:"twotreasuresstart",
}
>>
<<set setup.merfolkstoryteller to {
name:"The Merfolk Storyteller",
rumour:"People of $currentislandname are talking about a strange visitor to the island: a merfolk girl who appeared on a beach a few days ago. She asks all who pass for \"stories from the land\" and pays for every tale with silver or various items.",
rumourjournal:"A merfolk girl is asking travellers for tales.",
journal:"A merfolk girl is paying anyone who tells her a tale.",
journalfinished:"You taught an aspiring merfolk storyteller a new tale.",
linkname:"Meet with the merfolk girl collecting \"stories from the land\"",
target:"merfolkstorytellerstart",
}
>>
<<set setup.festivalplay to {
name:"The Festival Play",
rumour:"People are talking about a travelling theatre troupe which put up a show about Hjafnir and the snow beast in the town yesterday. Apparently, there was some bad blood between the actors; they even started fighting after the show. The troupe has since left town, but its director was really worried about the discord in the group; he even looked for a replacement actor, but found none.<br><br>You learn that the troupe should be playing in a nearby village soon.",
rumourjournal:"A theatre troupe is having trouble with their play.",
journal:"A theatre troupe is missing an actor for their play.",
journalfinished:"You made sure a theatre troupe performed its play.",
linkname:"Travel to the village where the theatre troupe stays",
target:"festivalplaystart",
}
>>
<<set setup.goliathhunt to {
name:"The Goliath Hunt",
rumour:"People in town are talking about the reappearance of the Goliath, a mighty beast which has appeared on $currentislandname twice before. No one could stop the monster then – thankfully, it always disappeared after ravaging the land for some time. It is believed the Goliath spends most of its time sleeping in an underground cave and emerges every ten years or so, when awoken by something.<br><br>People have already fled from villages in the area where the Goliath appeared, but everybody fears the monster may eventually reach inhabited areas.",
rumourjournal:"A beast known as the Goliath has appeared.",
journal:"A rampaging monster known as the Goliath has appeared on the island for the third time in history.",
journalfinished:"You killed a rampaging monster known as the Goliath.",
linkname:"Hunt the Goliath",
target:"goliathhuntstart",
}
>>
<<set setup.darkbook to {
name:"The Dark Book",
rumour:"You learn about a bold break-in which happened in town recently. A collector of old curios reported that a book on dark magic was stolen from his house. He was very much afraid the thief will use the grimoire for nefarious purposes. Town guards started looking for the thief, but so far found no trace of them.",
rumourjournal:"Someone stole a book from a collector.",
journal:"A dark magic grimoire was stolen from a collector.",
journalfinished:"You helped solve the case of the stolen grimoire.",
linkname:"Search for the stolen grimoire",
target:"darkbookstart",
}
>>
<<set setup.aspiringtamer to {
name:"The Aspiring Tamer",
rumour:"In the town's inn you overhear a hunter talking about a boy from his village.<br><br>\"Instead of hunting down beasts, he wants to befriend them,\" the man says and laughs. \"But he's too afraid to actually try and tame anything!\"",
rumourjournal:"A boy wants to become a beast tamer.",
journal:"You met a young boy who wants to become a beast tamer.",
journalfinished:"You helped the boy who wanted to become a beast tamer.",
linkname:"Meet the aspiring beast tamer",
target:"aspiringtamerstart",
}
>>
<<set setup.miraclewater to {
name:"The Miracle Water",
rumour:"A peddler has appeared in town selling what he claims to be a miracle cure. Many people are buying his cure in the town square.",
rumourjournal:"People are buying a \"miracle cure\" from a seller.",
journal:"A peddler is selling what he claims to be a \"miracle cure\".",
journalfinished:"You met the man selling the supposed \"miracle cure\".",
linkname:"Go to the town square to see the miracle cure seller",
target:"miraclewaterstart",
}
>>
<<set setup.thunderrocquest to {
name:"The Thunder Roc",
rumour:"Local people are worried about a group of mages, who conduct their experiments in a manor not far from the town. They say sounds of thunder and horrible explosions could be heard from the manor last night. No one was brave enough to check on the mages since.",
rumourjournal:"People are worried about experiments conducted by a group of mages.",
journal:"A group of mages have inadvertently created a powerful monster – the Thunder Roc.",
journalfinished:"You helped rid the island of the Thunder Roc – a monster created by a group of mages.",
linkname:"Go to the manor where the mages conduct their experiments",
target:"thunderrocstart",
}
>>
<<set setup.witchsremorse to {
name:"The Witch's Remorse",
rumour:"People in town are talking about the Hunting Fury – a horrible monster which terrorises a nearby area. Many years ago, the beast completely destroyed a small village, and it has been attacking everyone who approached the ruins ever since. Many have tried to slay the monster, but no one succeeded.<br><br>Recently, a group of merchants decided to take a shortcut through the ruined village. They were attacked by the beast and only one of them survived. While fleeing, she hid herself in a small hut some distance from the village, where in turn she saw a ghost. The poor merchant, out of her mind with terror, started running away and finally reached the town gates, where she collapsed. She was found and nursed back to health; then, she told her horrible story.",
rumourjournal:"A monster known as the Hunting Fury has appeared.",
journal:"A monster known as the Hunting Fury is terrorising the area.",
journalfinished:"You have dealt with a monster known as the Hunting Fury.",
linkname:"Hunt the Hunting Fury",
target:"witchsremorsestart",
}
>>
<<set $artistmaterials to random(1,3)>>
<<if $artistmaterials == 1>><<set $artistjournal to "2 sets of wyvern teeth">>
<<elseif $artistmaterials == 2>><<set $artistjournal to "2 soul shards">>
<<else>><<set $artistjournal to "3 golem cores">>
<</if>>
<<set setup.artiststrouble to {
name:"The Artist's Trouble",
rumour:"People are talking about a local artist, famous for her unusual and creative sculptures, and the fit of rage she flew into recently, when she discovered some materials she wanted for her next work can't be bought in town.",
rumourjournal:"An artist needs rare materials to finish her piece.",
journal:"A famous sculptor needs $artistjournal to finish her next piece of work.",
journalfinished:"You helped a famous sculptor by supplying her with exotic materials.",
linkname:"Visit the famous sculptor",
target:"artiststroublestart",
}
>>
<<set setup.gemstonescarabinvasion to {
name:"Gemstone Scarab Invasion",
rumour:"People of $currentislandname are talking about mechanical scarabs, which started appearing near an ancient sorcerer's tomb. The constructs steal food from nearby settlements. People who tried to fight them off claim the scarabs are indestructible – weapons or fire don't affect them. They haven't attack unprovoked so far, but everyone's afraid it's going to change.",
rumourjournal:"Mechanical scarabs appeared on the island.",
journal:"Mechanical scarabs are stealing food from local people.",
journalfinished:"You put an end to the gemstone scarab invasion.",
linkname:"Try to solve the mystery behind the gemstone scarab invasion",
target:"gemstonescarabinvasionstart",
}
>>
<<set setup.kingcrabquest to {
name:"King Crab",
rumour:"People in town are talking about a terrifying sea monster terrorising a fishing village on the island. The colossal crustacean, already nicknamed \"King Crab\" by the islanders, destroys fishing boats and kills everyone who tries to stop it. Rumours are, an experienced adventurer tried to take it down, but perished in the attempt.",
rumourjournal:"A monster known as King Crab has appeared.",
journal:"Local fishing village is terrorised by a colossal crab.",
journalfinished:"You destroyed King Crab, a colossal sea monster which was terrorising a fishing village.",
linkname:"Travel to the fishing village terrorised by King Crab",
target:"kingcrabqueststart",
}
>>
<<set setup.archerytournament to {
name:"The Archery Tournament",
rumour:"You overhear a group of sellers at the town square, talking about a young man who recently arrived from a distant village and was desperate to buy a certain magic amulet no one in the town sells. The man was dressed like a hunter and was carrying a bow; he also mentioned some archery competition. Apparently, he's still in town, trying to buy that amulet.",
rumourjournal:"A young hunter is looking for a certain amulet.",
journal:"A young hunter who's afraid of losing an archery competition asked you to bring him an Eagle-Eye Amulet.",
journalfinished:"You helped the young hunter who was afraid of losing an archery competition.",
linkname:"Look around for the worried young hunter",
target:"archerytournamentstart",
}
>>
<<set setup.suspiciousinn to {
name:"The Suspicious Inn",
rumour:"People are talking about a new inn which has opened at the crossroads just outside the town. Apparently it offers really cheap food, drink and beds. The owner of the old inn in town is, naturally, worried about the whole situation. He claims something's wrong with the new place, but most people think he's just afraid of competition.",
rumourjournal:"A new inn opened not far from the town.",
journal:"A new, cheap inn has opened near the town. The owner of the old inn believes there's something fishy about it.",
journalfinished:"You uncovered the murderous plot behind the new inn on the island.",
linkname:"Investigate the matter of the Crossroads Inn",
target:"suspiciousinnstart",
}
>>
<</widget>>
<<widget "startquest">>
<<if $currentisland == "Island1">>
<<set $island1queststarted to true>>
<<elseif $currentisland == "Island2">>
<<set $island2queststarted to true>>
<<elseif $currentisland == "Island3">>
<<set $island3queststarted to true>>
<<elseif $currentisland == "Island4">>
<<set $island4queststarted to true>>
<<elseif $currentisland == "Island5">>
<<set $island5queststarted to true>>
<<elseif $currentisland == "Island6">>
<<set $island6queststarted to true>>
<<elseif $currentisland == "Island7">>
<<set $island7queststarted to true>>
<<elseif $currentisland == "Island8">>
<<set $island8queststarted to true>>
<<elseif $currentisland == "Island9">>
<<set $island9queststarted to true>>
<<elseif $currentisland == "Island10">>
<<set $island10queststarted to true>>
<<elseif $currentisland == "Island11">>
<<set $island11queststarted to true>>
<<elseif $currentisland == "Island12">>
<<set $island12queststarted to true>>
<<elseif $currentisland == "Island13">>
<<set $island13queststarted to true>>
<<elseif $currentisland == "Island14">>
<<set $island14queststarted to true>>
<<elseif $currentisland == "Island15">>
<<set $island15queststarted to true>>
<<elseif $currentisland == "Island16">>
<<set $island16queststarted to true>>
<</if>>
<</widget>>
<<widget "finishquest">>
<<if $currentisland == "Island1">>
<<set $island1questfinished to true>>
<<elseif $currentisland == "Island2">>
<<set $island2questfinished to true>>
<<elseif $currentisland == "Island3">>
<<set $island3questfinished to true>>
<<elseif $currentisland == "Island4">>
<<set $island4questfinished to true>>
<<elseif $currentisland == "Island5">>
<<set $island5questfinished to true>>
<<elseif $currentisland == "Island6">>
<<set $island6questfinished to true>>
<<elseif $currentisland == "Island7">>
<<set $island7questfinished to true>>
<<elseif $currentisland == "Island8">>
<<set $island8questfinished to true>>
<<elseif $currentisland == "Island9">>
<<set $island9questfinished to true>>
<<elseif $currentisland == "Island10">>
<<set $island10questfinished to true>>
<<elseif $currentisland == "Island11">>
<<set $island11questfinished to true>>
<<elseif $currentisland == "Island12">>
<<set $island12questfinished to true>>
<<elseif $currentisland == "Island13">>
<<set $island13questfinished to true>>
<<elseif $currentisland == "Island14">>
<<set $island14questfinished to true>>
<<elseif $currentisland == "Island15">>
<<set $island15questfinished to true>>
<<elseif $currentisland == "Island16">>
<<set $island16questfinished to true>>
<</if>>
<</widget>><<set $island1rumourchecked to true>>\
<<if $island1quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island1quest.rumour>>
<</if>>\
[[Continue|Island1]]
<<set $island2rumourchecked to true>>\
<<if $island2quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island2quest.rumour>>
<</if>>\
[[Continue|Island2]]<i>This staff, made of black wood, seems
to be permanently veiled in dark mist.</i>
A legendary melee weapon. Deals 3–5 points of damage.
When equipped, adds +1 to the user's defence
and magic defence.
<a class="link-internal ui-close">Close</a>
<<set $island3rumourchecked to true>>\
<<if $island3quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island3quest.rumour>>
<</if>>\
[[Continue|Island3]]<<set $island4rumourchecked to true>>\
<<if $island4quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island4quest.rumour>>
<</if>>\
[[Continue|Island4]]<<set $island5rumourchecked to true>>\
<<if $island5quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island5quest.rumour>>
<</if>>\
[[Continue|Island5]]<<set $island6rumourchecked to true>>\
<<if $island6quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island6quest.rumour>>
<</if>>\
[[Continue|Island6]]<<set $island7rumourchecked to true>>\
<<if $island7quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island7quest.rumour>>
<</if>>\
[[Continue|Island7]]<<set $island8rumourchecked to true>>\
<<if $island8quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island8quest.rumour>>
<</if>>\
[[Continue|Island8]]<<set $island9rumourchecked to true>>\
<<if $island9quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island9quest.rumour>>
<</if>>\
[[Continue|Island9]]<<set $island10rumourchecked to true>>\
<<if $island10quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island10quest.rumour>>
<</if>>\
[[Continue|Island10]]<<set $island11rumourchecked to true>>\
<<if $island11quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island11quest.rumour>>
<</if>>\
[[Continue|Island11]]<<set $island12rumourchecked to true>>\
<<if $island12quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island12quest.rumour>>
<</if>>\
[[Continue|Island12]]<<set $island13rumourchecked to true>>\
<<if $island13quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island13quest.rumour>>
<</if>>\
[[Continue|Island13]]<<set $island14rumourchecked to true>>\
<<if $island14quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island14quest.rumour>>
<</if>>\
[[Continue|Island14]]<<set $island15rumourchecked to true>>\
<<if $island15quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island15quest.rumour>>
<</if>>\
[[Continue|Island15]]<<set $island16rumourchecked to true>>\
<<if $island16quest.name == "none">>\
You spend some time in the town, listening to local rumours.
You learn about <<noquestrumour>>.
<<else>>\
<<print $island16quest.rumour>>
<</if>>\
[[Continue|Island16]]<<switch visited()>><<case 1>>\
<<silently>><<startquest>><</silently>>\
<<randomroadsimple>> until you reach the vicinity of the village attacked by the bandits. You're in a remote part of the island now, far from any large settlements.
<<default>>\
You travel to the remote area of the island, where the bandit attack took place.
<</switch>>\
[[Visit the village|banditkingvillage]]
[[Explore the area looking for the bandits|banditkingsearch]]
[[Return to town|$currentisland]]
<<if $banditkingvillagerstalkedto>>\
The inhabitants of the village are going about their daily chores. Most are looking tired and resigned. They can't give you any more details about the bandits.
<<else>>\
You visit the village, wanting to learn more about the bandits. The locals, however, are very wary of you; most hide in their homes, while a group of farmers armed with staves and pitchforks asks you to leave.
The villagers must be afraid of any outsiders because of the recent attack.
<<if $trading >= 1>>\
[[(Trading) Tell the villagers you're a travelling merchant|banditkingmerchant]]
<<else>>\
<span class = "red">(Trading)</span> Tell the villagers you're a travelling merchant
<</if>>\
<<if $charisma >= 1>>\
[[(Charisma) Convince the villagers you want to help them|banditkingcharisma]]
<<else>>\
<span class = "red">(Charisma)</span> Convince the villagers you want to help them
<</if>>\
<</if>>\
[[Leave the village|banditkingstart]]You spend some time exploring the wilderness. It doesn't take you long to uncover signs of struggle some distance away from the village; there's blood on the ground and an arrow lodged in a tree stump. You follow the footprints leading from the spot deeper into the wilderness and soon you discover the body of an armed bandit, who's clearly been dead for a few days.
A bloody trail leads you to another corpse. Then, in a small gorge close by, you discover three more. All have multiple stab and blunt wounds, and the weapons lying next to them on the ground are covered in dry blood.
Now there's only a single set of footprints, leading away from the gorge. Whoever left them, was limping and bleeding profusely.
The trail leads to a small, ramshackle hut, which looks as if it has been abandoned years ago.
In the hut, you discover the sixth corpse – that of a tall, red-haired man.<<if $banditkingvillagerstalkedto>> You have no doubt it's the bandit leader the villagers told you about.<</if>> The body is curled up on an old bed in the corner of the hut and covered in multiple wounds. Next to the dead man something is scrawled on the wooden floor.
[[Read the message|banditkingfound]]
<<set $banditkingvillagerstalkedto to true>>\
You tell the villagers you're a travelling merchant, here to sell some wares.
"We can't buy anything from you," a stout woman says. "The bandits stole all of our money".
"And now these blackguards are far away, getting drunk with our silver," someone else adds.
"If you want to trade with us, you have to get the bandits first and give us back what they stole," an old farmer says and laughs bitterly. "But you're a merchant, so even if you got the money, you'd just keep it all for yourself."
You ask some questions about the bandits, but don't learn anything particularly useful. The bandits, six of them, attacked a few days ago. They were well-armed and ruthless, especially their leader – a tall, red-haired man with a scar on his forehead. They took all of the villagers' silver and disappeared back into the wilderness.
[[Continue|banditkingvillage]]<<set $banditkingvillagerstalkedto to true>>\
You calmly explain you heard about the villagers' problem and want to help them. The farmers exchange looks; they no longer seem hostile, but they aren't smiling either.
"If you can find the bandits and get back our silver, that would be great help," a stout woman says.
"These blackguards are far away," someone else says. "Had enough time to get to the city and spend all of our money getting drunk."
"I bet even if you find our silver, you're going to keep it all," an old farmer grumbles, looking you straight in the eye.
"Stop it," the woman says. "This stranger offered to help us. We shouldn't..."
"I'll believe that when I see our money," the old man says and walks away.
You talk with the rest of the group, but don't learn anything particularly useful. The bandits, six of them, attacked a few days ago. They were well-armed and ruthless, especially their leader – a tall, red-haired man with a scar on his forehead. They took all of the villagers' silver and disappeared back into the wilderness.
[[Continue|banditkingvillage]]<i>This plain-looking suit of mail armour can partially
absorb magic and powerful attacks and use their energy
to strengthen the wearer.</i>
Grants 3 points of damage reduction.
Whenever the wearer gets stunned, they regain 10 HP.
Whenever the wearer gets poisoned, they regain 10 MP.
Whenever the wearer gets burned, they get fortified
for 1 turn as well.
<a class="link-internal ui-close">Close</a><<set $silver += 1000>>\
The short message was written with a piece of charcoal, which the dead man is still holding in his blackened fingers. The crooked letters read:
"They killed me, but I got all of them first. All because we argued how to split the loot. Take the damned money and give it back to the villagers. It drove us all mad."
The bandit must've found this hut and sheltered inside. As he was dying from his wounds, he used his remaining strength to write his message.
As you bend down to examine the bandit's writing, you spot a leather bag under the old bed. You pick it up; it's full of silver coins.
<span class = "gold">You gained 1000 pieces of silver!</span>
You recovered the villagers' savings; you now have to decide what to do with the money.
[[Keep the money and don't return to the village|banditkingkeepall]]
[[Go to the village and return half of the silver|banditkinggivehalf]]
[[Go to the village and return all of the silver|banditkinggiveall]]
<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>>\
You decide to keep the money you found.
You leave the hut in the wilderness and return to town, 1000 pieces of silver richer.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]
<<silently>><<finishquest>><</silently>><<set $silver -= 500>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>>\
You head to the village. People gather around you as you pull out the leather bag, from which you've removed half of the silver. There's a faint glimmer of hope in their eyes.
"Is this our money? Did you find the bandits?" someone asks. "How are you still alive?"
You explain what you've discovered: how the bandits finished themselves off, fighting over the stolen silver. You add that their leader's dying wish was to return what's left of the money to the rightful owners.
"So, the bastard grew a conscience when death was close," an old farmer says. "How noble".
You hand the bag over to the villagers.
<span class = "gold">You lost 500 pieces of silver!</span>
The farmers count the silver and realise only half of what was stolen is left.
"Damned bandits. Already spent so much of it," someone grumbles. "We will survive on what's left, but we'll have to tighten our belts this year."
"We'll manage. We can trade some food with the merchants if there's not enough silver," a stout woman says, before turning to you. "Thank you, stranger. You helped us a great deal. We can't offer you anything but our gratitude, but we'll always remember you saved us. Tell us your name before you go, so we can spread the word about your noble deed."
<span class = "gold">You gained 200 EXP!
Your renown goes up by 1!</span>
You tell the villagers your name, then leave them and return to town.
[[Continue|$currentisland]]
<<silently>><<finishquest>><</silently>><<set $silver -= 1000>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $foodsupplies += 2>>\
You head to the village. People gather around you as you pull out the leather bag. There's a faint glimmer of hope in their eyes.
"Is this our money? Did you find the bandits?" someone asks. "How are you still alive?"
You explain what you've discovered: how the bandits finished themselves off, fighting over the stolen silver. You add that their leader's dying wish was to return the money to the rightful owners.
"So, the bastard grew a conscience when death was close," an old farmer says. "How noble".
You hand the bag over to the villagers.
<span class = "gold">You lost 1000 pieces of silver!</span>
"It's all here!" someone cries with joy. "He returned it all. May the poor bastard rest in peace!"
"We should, above all, be thankful to this stranger", a stout woman says, before turning to you. "You've helped us a great deal. We won't have to worry about buying supplies, or trade our food. Actually... I want to give you something in return. Not much of a reward, but made with love."
She brings you some freshly baked bread, cheese and a large pie.
"Before you go, tell us your name, so we can spread the word about your noble deed," she then says.
<span class = "gold">You gained 2 food supplies!
You gained 200 EXP!
Your renown goes up by 1!</span>
You tell the villagers your name, then leave them and return to town.
[[Continue|$currentisland]]
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> The Three Arches</span><span class = "discovered">.</span><<default>><span class = "roomname">The Three Arches</span><</switch>></center>\
You're on a rocky island with the remains of a large building, which has been reduced to three stone arches and the bare outline of its walls.
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral1N]]</span>
<span id = "tabwide">[[West|coral1W]]</span><span id = "tabultrawide">[[East|coral1E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral1S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Tower Island</span><span class = "discovered">.</span><<default>><span class = "roomname">Tower Island</span><</switch>></center>\
You're on a gravel island with the remains of a collapsed stone tower. Only its ground floor is still standing. There's a lot of rubble from the ruined tower in the water near the island's edge.
On the ground floor of the tower there's a trapdoor leading down, to a flooded basement.
<<if $survival >= 1>>\
[[Dive into the tower basement|coraltower]]
<<else>>\
[[Dive into the tower basement|coraltowerfail]]
<</if>>\
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral2N]]</span>
<span id = "tabwide">[[West|coral2W]]</span><span id = "tabultrawide">[[East|coral2E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral2S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Broken Pier</span><span class = "discovered">.</span><<default>><span class = "roomname">Broken Pier</span><</switch>></center>\
You're on a small sandy island with sunken remains of a wooden pier on one side. The upturned remains of a small rowboat rest on the sand on the opposite side of the island.
[[Search the remains of the boat|coralboat]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral3N]]</span>
<span id = "tabwide">[[West|coral3W]]</span><span id = "tabultrawide">[[East|coral3E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral3S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Island of Gardens</span><span class = "discovered">.</span><<default>><span class = "roomname">Island of Gardens</span><</switch>></center>\
You're on an island of white gravel. It reminds you of a garden: paved paths and low stone walls divide it into many sections. You see strange and colourful rock "trees" and "shrubs" around.
Many parts of the garden are flooded. Under the surface of the water you see more paths and "trees". Underwater, there's also a small garden grotto built of white stones.
[[Dive and swim into the grotto|coralcave]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral4N]]</span>
<span id = "tabwide">[[West|coral4W]]</span><span id = "tabultrawide">[[East|coral4E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral4S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Conch House</span><span class = "discovered">.</span><<default>><span class = "roomname">Conch House</span><</switch>></center>\
You're on a tiny island with a single hut, made from an enormous pink conch. A hole in the hut's floor leads into a flooded basement.
<<if $survival >= 1>>\
[[Dive into the basement|coralshell]]
<<else>>\
[[Dive into the basement|coralshellfail]]
<</if>>\
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral5N]]</span>
<span id = "tabwide">[[West|coral5W]]</span><span id = "tabultrawide">[[East|coral5E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral5S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> The Amphitheatre</span><span class = "discovered">.</span><<default>><span class = "roomname">The Amphitheatre</span><</switch>></center>\
You're on an island with expansive ruins of an amphitheatre, which are partially flooded. A stone monument, covered in writing, rises from water in the centre of the amphitheatre.
[[Read the writing on the monument|coralmonument4]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral6N]]</span>
<span id = "tabwide">[[West|coral6W]]</span><span id = "tabultrawide">[[East|coral6E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral6S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Merfolk Statue</span><span class = "discovered">.</span><<default>><span class = "roomname">Merfolk Statue</span><</switch>></center>\
You're on a tiny island surrounded by colourful coral. You see many destroyed buildings underwater near the island.
There's a stone statue of a male merfolk holding a spear here.
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral7N]]</span>
<span id = "tabwide">[[West|coral7W]]</span><span id = "tabultrawide">[[East|coral7E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral7S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Flooded Houses</span><span class = "discovered">.</span><<default>><span class = "roomname">Flooded Houses</span><</switch>></center>\
You're on a small, rocky island. There are remains of sunken buildings underwater, close to the island's edge. In the middle of the island there's a big rock and next to it, the remains of a wooden cart.
[[Search the cart|coralcart]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral8N]]</span>
<span id = "tabwide">[[West|coral8W]]</span><span id = "tabultrawide">[[East|coral8E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral8S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Salt Lake</span><span class = "discovered">.</span><<default>><span class = "roomname">Salt Lake</span><</switch>></center>\
You're on a small island with a saltwater lake in the centre. The lake is surrounded by rings of colourful mineral deposits.
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral9N]]</span>
<span id = "tabwide">[[West|coral9W]]</span><span id = "tabultrawide">[[East|coral9E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral9S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Split Island</span><span class = "discovered">.</span><<default>><span class = "roomname">Split Island</span><</switch>></center>\
You're on an island divided into two parts by a crevice filled with water. You see glowing green coral in the crevice.
There's a stone monument covered with writing near the crevice.
[[Read the writing on the monument|coralmonument3]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral10N]]</span>
<span id = "tabwide">[[West|coral10W]]</span><span id = "tabultrawide">[[East|coral10E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral10S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Pillar Island</span><span class = "discovered">.</span><<default>><span class = "roomname">Pillar Island</span><</switch>></center>\
You're on a small island with three broken stone pillars in the middle.
There's a stone monument, covered with writing, near the edge of the island.
[[Read the writing on the monument|coralmonument2]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral11N]]</span>
<span id = "tabwide">[[West|coral11W]]</span><span id = "tabultrawide">[[East|coral11E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral11S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Broken Statue</span><span class = "discovered">.</span><<default>><span class = "roomname">Broken Statue</span><</switch>></center>\
You're on a rocky island, among remains of burnt down buildings. There's a stone statue depicting an armour-clad woman in the centre of the island. The woman is holding one of her arms high; her other arm is missing.
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral12N]]</span>
<span id = "tabwide">[[West|coral12W]]</span><span id = "tabultrawide">[[East|coral12E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral12S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Altar Island</span><span class = "discovered">.</span><<default>><span class = "roomname">Altar Island</span><</switch>></center>\
You're on an island made of red coral. There's a circle of standing stones in the centre of the island. Inside the circle there's a ritual altar, covered with faded letters carved onto its surface.
<<if not $currentswitchedoff>>\
A recess in the altar's surface is holding a large crystal. Half of the crystal is glowing blue, the other half is dark.
[[Examine the crystal|coralcrystal]]
<</if>>\
[[Read the writing on the altar|coralaltar]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral13N]]</span>
<span id = "tabwide">[[West|coral13W]]</span><span id = "tabultrawide">[[East|coral13E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral13S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Coral City Entrance</span><span class = "discovered">.</span><<default>><span class = "roomname">Coral City Entrance</span><</switch>></center>\
You're on a small island, on a saltwater lake, inside a cavern. Around you are strange, wavy coral formations and ruined stone buildings. You see more ruins underwater, around the island.
There's a tall stone monument, covered with writing, in the middle of the island.
You see tunnels leading in four directions from the cavern. They're almost completely flooded, with barely a hand's width of air between the surface of the water and the tunnel ceiling.
<<if not $currentswitchedoff>>\
The water to the south, in the direction of the cavern exit, is calm and clear. On every other side of the small island it's dark, turbulent; it's swirling and flowing in erratic currents. You can enter the water on any side of the island, but if you enter a current, you will be swept away.<</if>>
[[Read the writing on the monument|coralmonument1]]
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral14N]]</span>
<span id = "tabwide">[[West|coral14W]]</span><span id = "tabultrawide">[[East|coral14E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South (exit)|coralcityentrance]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Sunken Cupola</span><span class = "discovered">.</span><<default>><span class = "roomname">Sunken Cupola</span><</switch>></center>\
You're on what used to be a cupola of a large building, but now looks like a small, bowl-shaped island rising from the dark water. It's covered with small, green tiles.
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral15N]]</span>
<span id = "tabwide">[[West|coral15W]]</span><span id = "tabultrawide">[[East|coral15E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral15S]]</span></div><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Coral Hut</span><span class = "discovered">.</span><<default>><span class = "roomname">Coral Hut</span><</switch>></center>\
You're on a small island with a single building in the centre: a hut built of one giant, hollowed out piece of brain coral.
Inside the hut there's an open trapdoor, leading to a flooded basement filled with floating debris.
<<if $survival == 2>>\
[[Dive into the basement|coralhut]]
<<else>>\
[[Dive into the basement|coralhutfail]]
<</if>>\
<div id = "compass"><span id = "tabwide"></span><span id = "tabwide">[[North|coral16N]]</span>
<span id = "tabwide">[[West|coral16W]]</span><span id = "tabultrawide">[[East|coral16E]]</span>
<span id = "tabwide"></span><span id = "tabwide">[[South|coral16S]]</span></div><<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral13]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral14]]
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral10]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a while, and then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral11">><</link>>
<<else>>\
[[Climb ashore|coral11]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral15]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral15">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral15">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral15">><</link>>
<<else>>\
[[Climb ashore|coral15]]
<</if>>\
<</if>>\<<set $coralcityvisited to true>>\
<<set $currentisland to "Coral City">>\
<span class = "green">Game saved automatically!</span>
<<switch visited()>>\
<<case 1>>\
Following the map from the white pillar, you reach a small coral atoll south of <<print $island13.name>>. The water around the atoll is calm and crystal clear. You see schools of colourful fish swarming among the coral.
The place looks serene, almost dreamlike.
There's a small island in the central lagoon of the atoll. On the island, you discover a cave entrance in the side of a rocky hill. Two old, weathered stone statues – one depicting a merfolk, the other a human – flank the entrance.
The cave is flooded; through the crystal-clear water you can see an underwater tunnel leading down.
[[Swim into the tunnel|coralentrance2]]
<<default>>\
You're standing on a small coral island, near the entrance to the flooded grotto. Two stone statues – one depicting a merfolk, the other a human – flank the entrance.
Through the clear water in the grotto you can see an underwater tunnel leading down.
[[Swim into the tunnel|coral14]]
<</switch>>\
<<link [[Open Travel Map|TravelMap]]>><<unset $coraltarget>><</link>>
<<if $currentswitchedoff>>\
You swim west, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral13]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south, then east for a while, then north, and eventually east again.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral14">><</link>>
<<else>>\
[[Climb ashore|coral14]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral13]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east, then north, then east again.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral14">><</link>>
<<else>>\
[[Climb ashore|coral14]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral9]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral13]]
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral14]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral14">><</link>>
<<else>>\
[[Climb ashore|coral14]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral11]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral11">><</link>>
<<else>>\
[[Climb ashore|coral11]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral15]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you west, then north, then east.
Finally, you emerge from the flooded tunnels, back in the same cavern. The water carries you towards the island.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral15">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral15">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral15">><</link>>
<<else>>\
[[Climb ashore|coral15]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral14]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral15]]
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral16]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then east, then north for a long time, and eventually west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral12]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral16]]
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral15]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then east, then north for a long time, and eventually west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral16]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north for a while, then west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral16]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east, then north for a long time, then west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral5]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral5">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral5">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral5">><</link>>
<<else>>\
[[Climb ashore|coral5]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral9]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral9]]
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral10]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then east.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral14">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral14">><</link>>
<<else>>\
[[Climb ashore|coral14]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral13]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre, which is surrounded by an eerie glow.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral13">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral13">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral13">><</link>>
<<else>>\
[[Climb ashore|coral13]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral6]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a very long time, and then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral8">><</link>>
<<else>>\
[[Climb ashore|coral8]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral9]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then east for a while, then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral11">><</link>>
<<else>>\
[[Climb ashore|coral11]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral11]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral10]]
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral14]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a while, then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral11">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral11">><</link>>
<<else>>\
[[Climb ashore|coral11]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral7]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a while, and then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral8">><</link>>
<<else>>\
[[Climb ashore|coral8]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral10]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you west through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral10">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral10">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral10">><</link>>
<<else>>\
[[Climb ashore|coral10]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral12]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a very long time, then east, then north for a long time, and eventually west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral15]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral11]]
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral8]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral8">><</link>>
<<else>>\
[[Climb ashore|coral8]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Return to the island|coral11]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a very long time, then east, then north for a long time, and eventually west.
Finally, you emerge from the flooded tunnels, back in the same cavern. The water carries you towards the island.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral12]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral12]]
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral16]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral16">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral16">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral16">><</link>>
<<else>>\
[[Climb ashore|coral16]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral1]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a while, and then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral2">><</link>>
<<else>>\
[[Climb ashore|coral2]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral5]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then east.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral9">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral9">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral9">><</link>>
<<else>>\
[[Climb ashore|coral9]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral6]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north, then east, then north again.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral2">><</link>>
<<else>>\
[[Climb ashore|coral2]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral9]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral5]]
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral2]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral2">><</link>>
<<else>>\
[[Climb ashore|coral2]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral5]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north, then east, then north again.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral2">><</link>>
<<else>>\
[[Climb ashore|coral2]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral7]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral6]]
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral10]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a very long time, then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral8">><</link>>
<<else>>\
[[Climb ashore|coral8]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral3]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you north through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral3">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral3">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral3">><</link>>
<<else>>\
[[Climb ashore|coral3]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral6]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you west through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral6">><</link>>
<<else>>\
[[Climb ashore|coral6]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral8]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral7]]
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral11]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a while, then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral8">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral8">><</link>>
<<else>>\
[[Climb ashore|coral8]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral4]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you west for a while, and then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral3">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral3">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral3">><</link>>
<<else>>\
[[Climb ashore|coral3]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral7]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you west through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral7">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral7">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral7">><</link>>
<<else>>\
[[Climb ashore|coral7]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral8]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral12]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral8]]
<</if>>\<<if $currentswitchedoff>>\
You swim north, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral1]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a long time, then south for a long time, then west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral6">><</link>>
<<else>>\
[[Climb ashore|coral6]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral1]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a very long time, then east.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral9">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral9">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral9">><</link>>
<<else>>\
[[Climb ashore|coral9]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral2]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral1]]
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral5]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a while time, then north.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral2">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral2">><</link>>
<<else>>\
[[Climb ashore|coral2]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim north, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral2]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east, then south for a long time, then west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral6">><</link>>
<<else>>\
[[Climb ashore|coral6]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral1]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you west through a short flooded tunnel.
You emerge in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral1">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral1">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral1">><</link>>
<<else>>\
[[Climb ashore|coral1]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral3]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral6">><</link>>
<<else>>\
[[Climb ashore|coral6]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral6]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral2]]
<</if>>\<<if $currentswitchedoff>>\
You swim north, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral3]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you east for a long time, then south for what seems like an eternity, then, eventually, west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral12">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral12">><</link>>
<<else>>\
[[Climb ashore|coral12]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral2]]
<<else>>\
<<set _tentacle to random(1,6)>>\
You enter the dark water and are immediately swept by a strong current.
The current carries you south for a while, then west.
Finally, you emerge from the flooded tunnels in another cavern. The water carries you towards the small island in its centre.
<<if _tentacle == 1>>\
<<link [[Climb ashore|tentaclegreen]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 2>>\
<<link [[Climb ashore|tentaclepurple]]>><<set $coraltarget to "coral6">><</link>>
<<elseif _tentacle == 3>>\
<<link [[Climb ashore|tentaclered]]>><<set $coraltarget to "coral6">><</link>>
<<else>>\
[[Climb ashore|coral6]]
<</if>>\
<</if>>\<<if $currentswitchedoff>>\
You swim east through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral4]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral3]]
<</if>>\<<if $currentswitchedoff>>\
You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral7]]
<<else>>\
You enter the dark water, but are immediately pushed back towards the island by a strong opposing current.
[[Climb ashore|coral3]]
<</if>>\You swim north, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral4]]You swim west through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral3]]You swim east, but the flooded tunnel in that direction ends with a complete blockage after just a few metres.
[[Return to the island|coral4]]You swim south through a short flooded tunnel, until you reach another cavern with an island in the middle.
[[Swim to the island|coral8]]<i>This curved sword is made of blue metal with veins
of silver. When swung, it makes a crackling noise.</i>
A legendary melee weapon. Deals 4-8 points of damage.
Normal attacks have a 1 in 2 chance of summoning a
bolt of lightning which hits the target, dealing
15-20 points of lightning damage (or 1.5 times the
amount to flying enemies). This damage isn't affected
by the character's Spellpower.
<a class="link-internal ui-close">Close</a>As you step ashore, you hear a loud splash behind you. You turn back just in time to see a giant tentacle, green and slimy, emerge from the dark water. The tentacle looms over you for a heartbeat, then attacks!
[[Duck!|greenduck]]
[[Dodge!|greendodge]]
[[Attack the tentacle!|greenattack]]
As you step ashore, you hear a loud splash behind you. You turn back just in time to see a giant tentacle, purple with white bony spikes, emerge from the dark water. The tentacle looms over you for a heartbeat, then attacks!
[[Duck!|purpleduck]]
[[Dodge!|purpledodge]]
[[Attack the tentacle!|purpleattack]]As you step ashore, you hear a loud splash behind you. You turn back just in time to see a giant tentacle, red with black suckers, emerge from the dark water. The tentacle looms over you for a heartbeat, then attacks!
[[Duck!|redduck]]
[[Dodge!|reddodge]]
[[Attack the tentacle!|redattack]]The green tentacle attacks with a horizontal, swiping motion, but you quickly duck. The tentacle goes over your head. You ready yourself for another attack, but the tentacle just disappears back underwater.
[[Continue|$coraltarget]]<<set _tentacledamage to random(20,30)>><<set $playerhp -= _tentacledamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You try to dodge the tentacle's attack, but it follows your movement with a fast swiping motion. It hits you, dealing _tentacledamage damage and sending you flying, then it disappears back underwater.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
You land near the centre of the small island and clamber back to your feet.
[[Continue|$coraltarget]]
<</if>>\<<set _tentacledamage to random(20,30)>><<set $playerhp -= _tentacledamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You prepare to attack the green tentacle, but it's too fast. It hits you with a swiping motion, dealing _tentacledamage damage and sending you flying, then it disappears back underwater.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
You land near the centre of the small island and clamber back to your feet.
[[Continue|$coraltarget]]
<</if>>\<<set _tentacledamage to random(20,30)>><<set $playerhp -= _tentacledamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You duck to avoid the tentacle's attack, but it moves in a downwards, smashing motion, hitting you and dealing _tentacledamage damage. It then retracts and disappears back underwater.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
Bruised by the attack, you clamber back to your feet.
[[Continue|$coraltarget]]
<</if>>\The purple tentacle attacks with a downwards, smashing motion, but you dodge out of the way; the tentacle hits the ground with a great force. You ready yourself for another attack, but the tentacle retracts itself and disappears back underwater.
[[Continue|$coraltarget]]<<set _tentacledamage to random(20,30)>><<set $playerhp -= _tentacledamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You prepare to attack the purple tentacle, but it's too fast. It moves in a downwards, smashing motion, hitting you and dealing _tentacledamage damage. It then retracts and disappears back underwater.
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
Bruised by the attack, you clamber back to your feet.
[[Continue|$coraltarget]]
<</if>>\<<set $playerhp -= 15>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You duck to avoid the attack, but the red tentacle follows your movement and approaches, wrapping itself around your body. It then lifts you into the air and starts crushing you in its terrifying grasp!
You take 15 points of damage!
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
[[Attack the tentacle|redgrasp1]]
<<if $bottledexplosion > 0>>\
[[Shove a vial of Bottled Explosion into one of the tentacle's suckers|redblowup]]
<</if>>\
<</if>>\
<<set $playerhp -= 15>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You dodge to the side, but the red tentacle follows your movement and wraps itself around your body. It then lifts you into the air and starts crushing you in its terrifying grasp!
You take 15 points of damage!
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
[[Attack the tentacle|redgrasp1]]
<<if $bottledexplosion > 0>>\
[[Shove a vial of Bottled Explosion into one of the tentacle's suckers|redblowup]]
<</if>>\
<</if>>\
You prepare to attack the red tentacle. As it slowly moves towards you, trying to wrap itself around your torso, you strike it with all your might. Inky blood gushes from the wound. You continue attacking until the tentacle shudders and quickly retracts itself, disappearing back under water.
[[Continue|$coraltarget]]<<set $playerhp -= 15>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You struggle in the tentacle's grasp, trying to attack it. You can barely move, but you manage to hit it. It's not enough to free yourself, though.
The tentacle continues to crush you, dealing 15 points of damage!
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
[[Hit the tentacle again|redgrasp2]]
<<if $bottledexplosion > 0>>\
[[Shove a vial of Bottled Explosion into one of the tentacle's suckers|redblowup]]
<</if>>\
<</if>>\
<<set $bottledexplosion -= 1>>\
Held high in the air and crushed by the tentacle, you somehow manage to get a vial of Bottled Explosion out of your pack. You reach out and shove it into the giant, pulsating sucker on the outer side of the coil wrapped around your chest.
You just hope the thick coil will protect <i>you</i> from the explosion...
A moment later the vial explodes, tearing a giant hole in the tentacle's flesh. Inky blood splatters everywhere. The tentacle, its upper part almost severed, shudders and drops you into the dark water. It then disappears underwater.
You swim to the island and climb ashore.
[[Continue|$coraltarget]]<<set $playerhp -= 15>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
You keep hitting the tentacle. Inky blood flows from its wounds and you can feel the tentacle shudder, but it still doesn't loosen its grasp.
The tentacle continues to crush you, dealing 15 points of damage!
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the tentacle!
[[Continue|gameover]]
<<else>>\
[[Continue attacking the tentacle|redfree]]
<<if $bottledexplosion > 0>>\
[[Shove a vial of Bottled Explosion into one of the tentacle's suckers|redblowup]]
<</if>>\
<</if>>\
With one final effort, you free your arm and hit the tentacle, wounding it severely. The tentacle shakes and unwraps itself, dropping you into the dark water. It then disappears underwater.
You swim to the island and climb ashore.
[[Continue|$coraltarget]]The monument is a tall tablet of white stone. It's rough, and cut by many cracks. The writing on the ancient stone still can be read, though:
<i>This monument is dedicated to the founders of Coral City, who recognised that humans and merfolk can live together in peace. We hold their memories sacred!
May the blessings of land and water always protect the inhabitants of these caves – those with legs, who live on the islands, and those with tails, whose homes are underwater.</i>
<<switch visited()>><<case 1>><<set $exp += 100>><<set $exptotal +=100>>\
<span class = "gold">You gained 100 EXP!</span>
<<default>><</switch>>\
[[Back|coral14]]The monument is a short pillar of black stone, covered with rows of small letters on every side. You read the writing on the monument:
<i>This monument was erected to remind us all how dissent and violence lead to fall.
It is a sad and dark story, but we must not forget it. We must not repeat it.
In the year 424 after the founding of Coral City human and merfolk leaders started a conflict between the two races. The merfolk leader was afraid of human mages pursuing dark and secret knowledge, which he thought would threaten the City. The human general feared the increasingly powerful artefacts created by merfolk weaponsmiths. Both leaders were convinced the other side was preparing to attack them.
It these circumstances, it wasn't long before war broke out. The two races which had lived in harmony, supporting each other, turned into sworn enemies. Those who called for peace – both among humans and merfolk – were silenced by the belligerent leaders and their supporters.
Merfolk wizards raised the water level in the caverns and created erratic currents, flooding human homes. Many humans were drowned or trapped on the islands that remained above water. Meanwhile, human mages summoned terrifying creatures from the depths which swarmed the waters, hunting the merfolk.
The population of Coral City was decimated, and many of its beautiful buildings ruined. The leaders saw the destruction and suffering, but were unwilling to stop, unless the other side lays down their weapons first. Because of their frenzy, the conflict only escalated, until the fateful clash of the generals.</i>
<<switch visited()>><<case 1>><<set $exp += 100>><<set $exptotal +=100>>\
<span class = "gold">You gained 100 EXP!</span>
<<default>><</switch>>\
[[Back|coral11]]The monument is a semi-circular wall of black stone. You read the writing on the monument:
<i>After many days of destructive fights, the two leaders responsible for starting the human-merfolk war finally met near the Island of Gardens. When they clashed, the currents in the area shifted, preventing their armies from coming to their aid; the soldiers could only watch from afar.
And so they fought. The human general used previously unseen magic to summon storm and bolts of lightning which shook the island and caused giant waves to form. She nearly killed the merfolk general with the fierce onslaught, but he wielded the mightiest of merfolk weapons – a sword named Skyhook. It absorbed the magic and gained the power to shoot lightning bolts.
Finally, after a long, evenly matched fight, the leaders killed each other. Their bodies sank into the bottom of the sea, along with the merfolk's general magic sword.</i>
<<switch visited()>><<case 1>><<set $exp += 100>><<set $exptotal +=100>>\
<span class = "gold">You gained 100 EXP!</span>
<<default>><</switch>>\
[[Back|coral10]]<<switch visited()>>\
<<case 1>><<set $skyhookowned += 1>>\
You take a deep breath and dive into the clear water. You swim through the flooded stone gardens, scaring away colourful fish and small crabs, until you reach the grotto.
Inside the grotto, among stone benches and strange sculptures, you find a couple of old bones scattered around, and a peculiar sword: hooked like a sickle and surrounded by a blue glow.
You grab the sword and quickly swim towards the surface. You emerge from the water, holding your find.
<span class = "gold">You received Skyhook!</span>
[[Continue|coral4]]
<<default>>\
You've already explored the flooded grotto and recovered the sword. There's no need to return there.
[[Continue|coral4]]
<</switch>>The monument is a small white pillar, covered with letters:
<i>After the leaders of humans and merfolk slew each other in combat, the survivors from both armies came to their senses. They realised how needless the destruction was, and how they let their fears control their actions. Those who advocated peace from the start came to power, and the two races reconciled, but the war took a terrible toll on Coral City. Most mages and warriors were killed, so there was no one to stop the flooding of the city, or destroy the monsters swarming underwater. With great sorrow and regret, the survivors of the war realised they had to abandon their homes. But there was no other place where they could live together. The humans wanted to sail towards the inhabited islands of the Archipelago; the merfolk decided to join their kin in underwater cities. And so, even though the war ended, the unique bond between the two races was irreparably broken.
The one who recorded these words was the last soul left in Coral City, a sole inhabitant of its ruins. Now her time in this world is coming to an end. She leaves this monument to commemorate the victims of the war, and as a lesson and warning to anyone who may discover these caverns. Know, o traveller, that these ruins once were a beautiful and prosperous city, and shed a tear for the souls of its unfortunate people.</i>
<<switch visited()>><<case 1>><<set $exp += 100>><<set $exptotal +=100>>\
<span class = "gold">You gained 100 EXP!</span>
<<default>><</switch>>\
[[Back|coral6]]The crystal is the size of your fist. It emanates a powerful energy. As you examine it more closely, you notice erratic wisps and currents swirling inside the bright part of the crystal.
[[Leave the crystal alone|coral13]]
<<link[[Take the crystal|coralcrystaltake]]>><<set $greatdeeds.push(setup.coralcity)>><<set $greatdeedsrewards.push(setup.coralcity)>><<set $beautifulcrystal += 1>><<set $currentswitchedoff to true>><</link>><<if $summonstorm>>\
The arcane formula on the altar describes a powerful spell created by the mages from Coral City, which summons a mighty storm.
<<elseif $magic == 2>>
<<set $summonstorm to true>>\
The faded writing on the altar contains an arcane formula, which, your expertise tells you, is incredibly powerful. Parts of the formula are practically illegible, but thanks to your advanced knowledge of magic, you're able to decipher the writing and learn the spell. It's the ultimate destructive magic invented by wizards from Coral City, which summons mighty storms.
You learned the Summon Storm spell!
<<else>>\
You study the faded writing on the altar. It seems to contain some arcane formula, but parts of it are practically illegible. Only someone with a deep knowledge of magic arts would be able to make sense of the formula.
<span class = "red">Magic 2</span> required!
<</if>>\
[[Back|coral13]]As your hand touches the crystal, you feel a delicate tingling.
You pick up the glowing crystal and, suddenly, something extraordinary happens. The glow of the crystal dims and, at the same time, the erratic currents surrounding the island start growing weaker! After a moment, they stop completely. The water around the island is now calm and clear.
As you look into the water, you see the shadow of an enormous, tentacled creature, which escapes into the depths, until it disappears from the view.
You have removed the crystal which powered ancient spells cast on the waters inside the caverns, and thus restored them to normal!
You take a look at the crystal. It doesn't emanate the aura of magic anymore, but it's still very beautiful and must be worth some money.
<span class = "gold">You received the Beautiful crystal!</span>
[[Continue|coral13]]A large, dark blue crystal you recovered
from the flooded ruins of Coral City.
<a class="link-internal ui-close">Close</a><<switch visited()>>\
<<case 1>><<set $dragonpearl += 1>>You take a deep breath and dive into the flooded basement. You find yourself in a labyrinth of narrow corridors dug in coral. Items of furniture, clay pots and other pieces of debris are floating everywhere.
You notice a narrow tunnel leading deeper into the basement. It's far away, but your excellent survival skills let you stay underwater for a long time.
You swim through the narrow tunnel and find yourself in a small storage room. There, among smashed wooden chests, you find a beautiful, large pearl!
<span class = "gold">You received a dragon pearl!</span>
You take the pearl and quickly swim back towards the trapdoor before you run out of air.
<<default>>You've already explored the flooded basement. There's no need to dive into it again.
<</switch>>\
[[Continue|coral16]]You take a deep breath and dive into the flooded basement. You find yourself in a labyrinth of narrow corridors dug in coral. Items of furniture, clay pots and other pieces of debris are floating everywhere.
You notice a narrow tunnel leading deeper into the basement, but you realise you'll run out of air if you don't turn back. You give up on exploring the tunnel and swim towards the surface to avoid drowning.
Maybe with better survival skills you could reach the second level of the flooded basement...
(<span class = "red">Survival 2</span> required!)
[[Back|coral16]]<<switch visited()>>\
<<case 1>><<set $luxuryitems += 1>>\
<span class = "gold">Under the prow of the wrecked boat you find <<print setup.luxury.random()>> (a luxury item)!</span>
<<default>>\
There's nothing of value inside the wrecked boat.
<</switch>>\
[[Back|coral3]]
<<switch visited()>>\
<<case 1>><<set $potionultimatehealth += 1>>\
Inside the remains of the cart you find a small vial of potion!
<span class = "gold">You received a grand healing potion.</span>
<<default>>\
There's nothing of value inside the wrecked cart.
<</switch>>\
[[Back|coral8]]<<switch visited()>>\
<<case 1>><<set _loot to random(1,2)>><<if _loot == 1>><<set $physicalshieldpotion += 1>><<else>><<set $magicshieldpotion += 1>><</if>>You take a deep breath and dive into the flooded basement. You find nothing of interest on the first level – only smashed crates and barrels – but then you discover a stairwell leading further down.
Your good survival skills let you stay underwater for a long time, so you swim to the bottom of the stairwell.
There's only a single room on the second level, and in that room you discover a small vial of potion!
<span class = "gold"><<if _loot == 1>>You received a Physical shield potion!<<else>>You received a Magic shield potion!<</if>></span>
You take the potion and quickly swim back towards the trapdoor before you run out of air.
<<default>>You've already explored the flooded tower basement. There's no need to dive into it again.
<</switch>>\
[[Continue|coral2]]You take a deep breath and dive into the flooded basement. You find nothing of interest on the first level – only smashed crates and barrels – but then you discover a stairwell leading further down. However, you realise you'll run out of air soon if you don't turn back. You give up on exploring the lower level and swim towards the surface to avoid drowning.
Maybe with better survival skills you could reach the second level of the flooded basement...
(<span class = "red">Survival</span> required!)
[[Back|coral2]]<<switch visited()>>\
<<case 1>><<set $sapphire += 1>>You take a deep breath and dive into the flooded basement. You swim through narrow corridors hewn in rock, passing by clusters of barnacles.
You find nothing of interest in the basement. However, there's a side corridor you haven't explored yet.
Your good survival skills let you stay underwater for a long time, so you decide to check out the side corridor.
You swim forward until you reach a dead end – a pile of rubble. Something's gleaming blue among the rubble. You reach out and pick up a large gemstone.
<span class = "gold">You received a sapphire!</span>
You take the sapphire and return to the surface before you run out of air.
<<default>>You've already explored the flooded basement. There's no need to dive into it again.
<</switch>>\
[[Continue|coral5]]You take a deep breath and dive into the flooded basement. You swim through narrow corridors hewn in rock, passing by clusters of barnacles.
You find nothing of interest in the basement. There's a side corridor you haven't explored yet, but you don't have enough air to continue forward.
You turn back and swim towards the surface.
Maybe with better survival skills you could reach the second level of the flooded basement...
(<span class = "red">Survival</span> required!)
[[Back|coral5]]The tunnel goes down, then up, and finally you surface inside a large cavern. It's lit by small glowing crystals high on the ceiling, which look like constellations of distant blue stars.
There is a small island in the centre of the cavern. You swim to the island and climb ashore.
[[Continue|coral14]]<<set $coralcitylocation to true>>\
The carvings on the white stone show three distinct scenes. The topmost one depicts humans and merfolk living together in a large, partially flooded cave. The merfolk inhabit underwater houses, while the humans live on an island in the centre of the cavern.
The carving below depicts humans on an island surrounded by raging waters, fighting against merfolk. One of the humans casts a spell which summons a storm cloud; the merfolk are lead by a general holding a hooked sword. Some of his followers are being crushed by giant tentacles emerging from the water.
On the third carving, the settlement from the first scene lies in ruin. Dead bodies are scattered everywhere. Two distinct groups are leaving the ruins: merfolks are descending deep underwater, while humans are sailing away in a boat.
The carvings must depict the history of the legendary Coral City.
On the other side of the pillar you discover a map, so weathered it's barely legible. It points to an atoll far in the southern seas, beyond <<print $island14.name>>. This must be the location of Coral City – or whatever is left of it.
Coral City is now accessible from your Travel Map!
[[Back|oceanpillar]]
As the howling of the wind grows louder, you search the area, looking for some shelter, but find none.
The snowstorm hits you in full force. The biting cold and tiny, sharp ice crystals carried by the wind hurt you as you stumble around. Everything's white; you can't make out any terrain features.
<span class = "gold">You lose $snowstormdamage HP due to being in the open during the snowstorm!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you perished in the snowstorm!
<<link [[Continue|gameover]]>><<unset $snowstormdamage>><</link>>
<<else>>\
Eventually, you happen upon a rock wall, which gives some little protection from the wind, and from being buried under snow. There, you wait for the snowstorm to subside.
Finally, everything is over. The wind dies down and you can leave your shelter.
<<link [[Return to town|$currentisland]]>><<unset $snowstormdamage>><</link>>
<</if>>Always wary of your surroundings, you remember you passed by an abandoned hut, small but sturdy, not long ago.
As the howling of the wind grows louder, you hurry to the hut, which is located in a dense grove of dwarf pine trees that give additional protection from the wind.
The door of the hut is unlocked. You enter and wait for the snowstorm to subside.
As you look around the hut to somehow pass the time, you discover a small leather pouch, hidden under a loose floorboard. Inside, there are some silver coins.
<span class = "gold">You gained 300 silver!</span>
Finally, the wind dies down. The snowstorm is over, and you can leave the safety of your shelter.
<<link [[Return to town|$currentisland]]>><<unset $snowstormdamage>><</link>>As the howling of the wind grows louder, you search the area, looking for some shelter.
You spot a small cave nearby and reach it just before the snowstorm hits in full force.
Hidden in the cave, you watch the white haze outside.
Finally, everything is over. The wind dies down and you can leave your shelter.
<<link [[Return to town|$currentisland]]>><<unset $snowstormdamage>><</link>>
As the howling of the wind grows louder and dust devils begin to form, you start looking for some shelter, but find none.
The sandstorm hits you; buffeted by sand, you have difficulty breathing. Sharp grains of sand pierce any uncovered portion of your skin, get into your eyes, nose and mouth. The wind blows you back as you try to get to someplace safe.
<span class = "gold">You lose $sandstormdamage HP due to being in the open during the sandstorm!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you perished in the sandstorm!
<<link [[Continue|gameover]]>><<unset $sandstormdamage>><</link>>
<<else>>\
Eventually, you stumble upon a rock formation which gives you some little protection from the wind and dust. There, you wait for the sandstorm to subside.
Finally, everything is over. The wind dies down and you can leave your shelter.
<<link [[Return to town|$currentisland]]>><<unset $sandstormdamage>><</link>>
<</if>>Always wary of your surroundings, you remember you passed by a rocky cliff with a shaft opening not long.
As the howling of the wind grows louder, you hurry towards the cliff. You enter the dark shaft and discover you're in a tomb, hewn in rock and going deep into the cliff.
As you're searching through the tomb, you find <span class = "gold"><<print setup.luxury.random()>> (a luxury item) in a side corridor</span>!
Finally, the wind outside dies down and the dust settles. You can safely leave your shelter.
<<link [[Return to town|$currentisland]]>><<unset $sandstormdamage>><</link>>As the howling of the wind grows louder and dust devils begin to form, you start looking for some shelter.
You spot a small, ruined hut nearby; it's just four stone walls and a wooden roof, but it's better than staying in the open.
Hidden in the hut, you watch the dust swirl outside.
Finally, everything is over. The wind dies down. A heap of sand has been blown against a wall of the hut, but the door hasn't been buried, so you can leave your shelter.
<<link [[Return to town|$currentisland]]>><<unset $sandstormdamage>><</link>>
<i>This silver crossbow was enchanted with magic which makes reloading it much quicker.</i>
A legendary ranged weapon. Deals 3-9 points of damage.
When Quicksilver Crossbow is the active weapon, there's a chance that using ranged techniques
won't put them on cooldown. The chance is 1 in 2 for Precise Shot and Piercing Shot, and 1 in 4 for Volley.
<a class="link-internal ui-close">Close</a>This wondrous crystal vial contains a powerful
healing potion, which fully restores the user's HP.
The vial slowly refills with time.
Contains up to 3 doses of grand healing potion.
The contents are restored when you rest.
<a class="link-internal ui-close">Close</a>This wondrous crystal vial contains a powerful
magic potion, which fully restores the user's MP.
The vial slowly refills with time.
Contains up to 3 doses of grand magic potion.
The contents are restored when you rest.
<a class="link-internal ui-close">Close</a><<widget "setupwanderer">>
<<set $wandererislands to ["Island1", "Island2", "Island3", "Island4", "Island5", "Island6", "Island7", "Island8", "Island9", "Island10", "Island11", "Island12", "Island13", "Island14", "Island15", "Island16"]>>
<<set $wanderermet to 0>>
<<run $wandererislands.shuffle()>>
<<set $currentwandererisland to $wandererislands[$wanderermet]>>
<</widget>>
<<widget "recordwanderer">>
<<if $currentisland == "Island1">><<set $island1wanderermet to true>>
<<elseif $currentisland == "Island2">><<set $island2wanderermet to true>>
<<elseif $currentisland == "Island3">><<set $island3wanderermet to true>>
<<elseif $currentisland == "Island4">><<set $island4wanderermet to true>>
<<elseif $currentisland == "Island5">><<set $island5wanderermet to true>>
<<elseif $currentisland == "Island6">><<set $island6wanderermet to true>>
<<elseif $currentisland == "Island7">><<set $island7wanderermet to true>>
<<elseif $currentisland == "Island8">><<set $island8wanderermet to true>>
<<elseif $currentisland == "Island9">><<set $island9wanderermet to true>>
<<elseif $currentisland == "Island10">><<set $island10wanderermet to true>>
<<elseif $currentisland == "Island11">><<set $island11wanderermet to true>>
<<elseif $currentisland == "Island12">><<set $island12wanderermet to true>>
<<elseif $currentisland == "Island13">><<set $island13wanderermet to true>>
<<elseif $currentisland == "Island14">><<set $island14wanderermet to true>>
<<elseif $currentisland == "Island15">><<set $island15wanderermet to true>>
<<elseif $currentisland == "Island16">><<set $island16wanderermet to true>>
<</if>>\
<</widget>>
<<widget "movewanderer">>
<<set $wanderermet += 1>>
<<if $wanderermet < 16>>
<<set $currentwandererisland to $wandererislands[$wanderermet]>>
<<else>>
<<unset $currentwandererisland>>
<</if>>
<</widget>>
<<widget "wandererislanddesc">>\
<<if $currentwandererisland == "Island1">>\
<<print $island1.wanderer>>\
<<elseif $currentwandererisland == "Island2">>\
<<print $island2.wanderer>>\
<<elseif $currentwandererisland == "Island3">>\
<<print $island3.wanderer>>\
<<elseif $currentwandererisland == "Island4">>\
<<print $island4.wanderer>>\
<<elseif $currentwandererisland == "Island5">>\
<<print $island5.wanderer>>\
<<elseif $currentwandererisland == "Island6">>\
<<print $island6.wanderer>>\
<<elseif $currentwandererisland == "Island7">>\
<<print $island7.wanderer>>\
<<elseif $currentwandererisland == "Island8">>\
<<print $island8.wanderer>>\
<<elseif $currentwandererisland == "Island9">>\
<<print $island9.wanderer>>\
<<elseif $currentwandererisland == "Island10">>\
<<print $island10.wanderer>>\
<<elseif $currentwandererisland == "Island11">>\
<<print $island11.wanderer>>\
<<elseif $currentwandererisland == "Island12">>\
<<print $island12.wanderer>>\
<<elseif $currentwandererisland == "Island13">>\
<<print $island13.wanderer>>\
<<elseif $currentwandererisland == "Island14">>\
<<print $island14.wanderer>>\
<<elseif $currentwandererisland == "Island15">>\
<<print $island15.wanderer>>\
<<elseif $currentwandererisland == "Island16">>\
<<print $island16.wanderer>>\
<<else>>\
<</if>>\
<</widget>>\
<<widget "wandererterrain">>\
<<if $currentwandererisland == "Island1">>\
<<print $island1.terrain>>\
<<elseif $currentwandererisland == "Island2">>\
<<print $island2.terrain>>\
<<elseif $currentwandererisland == "Island3">>\
<<print $island3.terrain>>\
<<elseif $currentwandererisland == "Island4">>\
<<print $island4.terrain>>\
<<elseif $currentwandererisland == "Island5">>\
<<print $island5.terrain>>\
<<elseif $currentwandererisland == "Island6">>\
<<print $island6.terrain>>\
<<elseif $currentwandererisland == "Island7">>\
<<print $island7.terrain>>\
<<elseif $currentwandererisland == "Island8">>\
<<print $island8.terrain>>\
<<elseif $currentwandererisland == "Island9">>\
<<print $island9.terrain>>\
<<elseif $currentwandererisland == "Island10">>\
<<print $island10.terrain>>\
<<elseif $currentwandererisland == "Island11">>\
<<print $island11.terrain>>\
<<elseif $currentwandererisland == "Island12">>\
<<print $island12.terrain>>\
<<elseif $currentwandererisland == "Island13">>\
<<print $island13.terrain>>\
<<elseif $currentwandererisland == "Island14">>\
<<print $island14.terrain>>\
<<elseif $currentwandererisland == "Island15">>\
<<print $island15.terrain>>\
<<elseif $currentwandererisland == "Island16">>\
<<print $island16.terrain>>\
<<else>>\
<</if>>\
<</widget>>\You set off and spend some time exploring the wilderness of $currentislandname.
<<randomroad>> when you spot a small figure in the distance, walking the opposite way.
<<if $wanderermet == 0>>As the wanderer comes closer, you notice she's a short elderly woman, wearing a brown cloak and a wide-brimmed hat. She's supporting herself with an oak staff.
"Greetings, young one," the old woman says. "I didn't expect to meet anyone in this wilderness. Looks like you enjoy solitary travels, just as I do."
The old woman's tone is friendly and almost jocular, but her eyes speak of great wisdom and experience. You have no doubt that, despite her age and small stature, she can deal with any dangers that may befall her on the road.
"What's your name, young one?" she asks. "$playername? I knew someone named $playername... but it was long, oh, so long ago."
You ask the woman what her name is, but she only replies:
"You may simply call me the Wanderer. I travel the Archipelago, visiting places I remember from the old days. Much has changed... and other things haven't changed at all. All these sights and people give me something to wonder about. You know, <<wandererislanddesc>>"
<<silently>><<recordwanderer>><<movewanderer>><</silently>>\
The old woman looks wistfully into the distance. Finally, she says:
"I'm glad we met, $playername. I think I'm now going to visit some <<wandererterrain>> island. Who knows, maybe our paths will cross again?"
She bows her head and walks away. You watch the small figure with the hat and the staff disappear into the distance.
[[Return to town|$currentisland]]
<<elseif $wanderermet <15>>As the figure approaches, you recognise the Wanderer.
The old woman smiles and takes off her hat to greet you.
"$playername! <<print setup.wanderergreeting.random()>>"
She adds:
"<<print setup.wandererdescintro.random()>> <<wandererislanddesc>><<silently>><<recordwanderer>><<movewanderer>><</silently>> Anyway, I must continue my journey. I'm going to visit some <<wandererterrain>> island next. Take care, $playername!"
She waves you goodbye and marches away.
[[Return to town|$currentisland]]
<<else>>As the figure approaches, you recognise the Wanderer.
The old woman smiles and takes off her hat to greet you.
"$playername! <<print setup.wanderergreeting.random()>>"
She adds:
"<<print setup.wandererdescintro.random()>> <<wandererislanddesc>>"<<silently>><<recordwanderer>><<movewanderer>><</silently>>
Suddenly, the Wanderer's expression turns wistful. As she looks into the distance, she says:
"I've visited every island in the Archipelago. That journey brought many memories, happy and sad... I think I'm going to rest now. We won't meet again for a while, $playername. It's a pity; I grew to like you. You feel almost like a companion, finding me wherever I go and listening to my stories. Well, before I leave, I'd like to give you something to remind you of the crazy old woman!"
She laughs and takes two crystal vials out of her pocket.
"These are mementos of old times. You can keep one. This here replenishes mystic energy... I used it a lot long ago. <<if $magic == 0>>But it's only good for wizards, so maybe you want the other one. It<<else>>The other one<</if>> heals wounds, even serious ones. Choose whichever you like, and may it help you in your travels!"
<<link [[Choose the Unending Health vial|wanderergift]]>><<set $unendinghealth += 1>><<set $unendinghealthdoses to 3>><</link>><span id = "tab"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Unending Health");
Dialog.wiki(Story.get("unendinghealth").processText());
Dialog.open();
<</script>>
<</link>></span></span>
<<link [[Choose the Unending Magic vial|wanderergift]]>><<set $unendingmagic += 1>><<set $unendingmagicdoses to 3>><</link>><span id = "tab"><span class = "examine"><<link "INFO">><<script>>
Dialog.setup("Unending Magic");
Dialog.wiki(Story.get("unendingmagic").processText());
Dialog.open();
<</script>>
<</link>></span></span>
<</if>>\
The Wanderer gives you the vial you chose and puts the other one back in her pocket.
"And now, $playername, we must part," she says. "Keep on travelling! You're a kindred spirit of mine. Always curious, exploring, searching far and wide. May you live to reach my age and see as much as I've seen!"
She waves you goodbye and walks away, whistling a happy tune. Her small silhouette soon disappears into the distance.
[[Continue|$currentisland]]As you enter the clearing, you see there's no one there but you. There's no stream or waterfall, either. Still, the whispers only grow louder. Now you hear them coming from every direction.
You notice the leaves on the forest trees fluttering, even though there's no wind. Could it be that... it's the trees that are whispering?
<<switch visited()>>\
<<case 1>><<set $exp += 100>><<set $exptotal += 100>>\
You concentrate on the sounds. You catch some words – fragments of old stories – memories of things that happened ages ago, when the forest was young.
<span class = "gold">You gained 100 EXP!</span>
Suddenly, the whispers stop. Everything is quiet for a moment. Then, forest birds start singing and the wind rustles tree branches, but there are no more words to be heard.
<<case 2>><<set $exp += 100>><<set $exptotal += 100>>\
You concentrate on the sounds. You catch some words – fragments of old stories – memories of things that happened ages ago, when the forest was young.
<span class = "gold">You gained 100 EXP!</span>
Suddenly, the whispers stop. Everything is quiet for a moment. Then, forest birds start singing and the wind rustles tree branches, but there are no more words to be heard.
<<case 3>><<set $exp += 100>><<set $exptotal += 100>>\
You concentrate on the sounds. You catch some words – fragments of old stories – memories of things that happened ages ago, when the forest was young.
<span class = "gold">You gained 100 EXP!</span>
Suddenly, the whispers stop. Everything is quiet for a moment. Then, forest birds start singing and the wind rustles tree branches, but there are no more words to be heard.
<<default>>\
You concentrate on the sounds. You catch some words – fragments of old stories – memories of things that happened ages ago, when the forest was young.
The whispers of the forest are fascinating, but you've heard them before. You don't learn anything new.
<</switch>>\
[[Return to town|$currentisland]]The old mountain man has many interesting stories to tell. He talks of hidden paths and secret caves, wild beasts and sweet mountain berries, sunsets and flowers blooming in the meadows.
<<switch visited()>>\
<<case 1>><<set $exp += 100>><<set $exptotal += 100>>\
You learn some new things listening to his stories.
<span class = "gold">You gained 100 EXP!</span>
<<case 2>><<set $exp += 100>><<set $exptotal += 100>>\
You learn some new things listening to his stories.
<span class = "gold">You gained 100 EXP!</span>
<<case 3>><<set $exp += 100>><<set $exptotal += 100>>\
You learn some new things listening to his stories.
<span class = "gold">You gained 100 EXP!</span>
<<default>>\
His tales are fascinating, but you don't learn anything new.
<</switch>>\
[[Return to town|$currentisland]]
<<set _lootroll to random(1,5)>>\
<<if _lootroll == 1>><<set $silver += 200>>\
<<elseif _lootroll == 2>><<set $silver += 300>>\
<<elseif _lootroll == 3>><<set $silver += 500>>\
<<elseif _lootroll == 4>><<set $potionultimatehealth += 1>>\
<<else>><<set $potionultimatemagic += 1>>\
<</if>>\
You follow the wisp through the treacherous bog. The white orb always stays in your sight, leading you along hidden paths, until it brings you to a giant, hollow tree trunk. Inside the trunk you find a hidden treasure!
<span class = "gold"><<if _lootroll == 1>>You found 200 pieces of silver!<<elseif _lootroll == 2>>You found 300 pieces of silver!<<elseif _lootroll == 3>>You found 500 pieces of silver!<<elseif _lootroll == 4>>You found a grand health potion!<<else>>You found a grand magic potion!<</if>></span>
As soon as you pick up the treasure, the wisp disappears in a bright flash of light.
[[Return to town|$currentisland]]You follow the wisp through the treacherous bog. The blue orb circles close by, leading you off the path, deeper and deeper into the marsh.
Suddenly, the blue wisp disappears in a bright flash of light, and you're left alone in darkness, in the middle of the swamp!
<<if $survival >=1>>\
[[(Survival) Use the stars to find your way back|wispblueescape]]
<<else>>\
<span class = "red">(Survival)</span> Use the stars to find your way back
<</if>>\
<<link [[Try to retrace your steps|wispbluedamage]]>><<set $wispdamage to Math.round($playerhp/2)>><<set $playerhp -= $wispdamage>><</link>>
You follow the red wisp and notice it seems to be leading you away from the deep bog, in the direction of the town. As you march on, the wisp moves erratically around you. Suddenly, you hear a loud noise. The wisp disappears in a bright flash of light and you realise it lead you right to $enemy.nameundetermined!
The monster sees you and attacks!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><<unset $wispenemies>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><<unset $wispenemies>><</link>><</if>>\You have no idea where you are, however, your wilderness lore helps you find your way using the position of the stars. You carefully observe the night sky and determine the way you should go.
You wade through the bog for a while, until you find a beaten path running back towards the port town. You breathe a sigh of relief and head towards civilisation, covered in mud, but unharmed.
[[Continue|$currentisland]]Having no idea where you are, you try to retrace your steps to get back on the path. However, you only seem to be going deeper and deeper into the swamp.
You wander around for many hours, stumbling on sunken tree trunks and barely escaping drowning in the bog a few times. When the day dawns, you're exhausted, bruised and covered in mud.
<span class = "gold">You lost $wispdamage HP!</span>
Luckily, the morning sun finds you near a beaten path running around a marshy lake you've been wading through in darkness. You follow the path and finally return to the port town.
<<link [[Continue|$currentisland]]>><<unset $wispdamage>><</link>>
You set off to explore the wilderness of $currentislandname.
On your way you're attacked by <<print $enemy.nameundetermined>>!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to $currentisland>><<set $playermessage to "">><<surprised>><<unset $exploreenemies>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to $currentisland>><<set $playermessage to "">><<unset $exploreenemies>><</link>><</if>>\You take a long trek from the harbour town through Alba's snowy wasteland, to a distant valley surrounded by jagged peaks.
On your way you meet some people; surprisingly many, taking into account the cold and the harsh wind. It looks like locals still visit Crimson Snowfield often.
Of course, the Snowfield isn't crimson after so many years; it's pure, undisturbed whiteness contrasts with the surrounding rocky slopes. Near the mouth of the valley there's a giant statue of Hjafnir the Barbarian.
Some people are standing near the statue, gazing into the Snowfield, deep in thought.
The majesty of this place speaks to you as well: here, the vastness of nature and historic importance come together. You can't help but imagine the dreadful battle between human settlers of Alba, led by Hjafnir, and the cruel giants. An almost impossible victory for the humans, which ensured their survival on the island and started Hjafnir's heroic career.
<<switch visited()>><<case 1>><<set $exp += 200>><<set $exptotal += 200>>You contemplate the view for a long time, before setting off on the return journey.
<span class = "gold">You gained 200 EXP!</span><<default>><</switch>>
[[Return to town|$currentisland]]<<switch visited()>><<case 1>>\
<<silently>><<startquest>><</silently>>\
You travel to the temple, located in the town centre, to learn more about the recent burglary.
A priest at the temple tells you the statue isn't worth much in material terms; it's made of mere clay. However, it's of great historical and religious value. The stolen relic depicts a man holding two serpents in his hands.
The priest asks you to return the statuette to the temple, should you find it. He's not holding much hope, however; since the guards weren't able to catch the thief, he doubts anyone will.
You ask the townspeople in the square near the temple if they saw the thief. A woman selling fruit claims to have seen him being chased by the guards.
"It happened not long ago. He escaped into the sewers, down that street," she adds. "The guards didn't follow. They don't like bad smells, or don't care about some old piece of clay, or both."
Her tone tells you she clearly disapproves of them.
"If they tried, they could probably catch him even now. The sewers are a labyrinth, I heard, and the thief didn't look like a sewer rat. He was too well dressed to know his way around down there, at least that's what I think."
You thank the woman for her information and go to take a closer look at the sewer entrance.
Near the end of the narrow street you discover an iron grate leading to the sewers. The hinged grate is open.
<<default>>\
You go to the place the statuette thief was last seen by a witness: a sewer entrance at the end of a narrow street.
<</switch>>\
<<if $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\
<span class = "red">Enter the sewers (source of light required!)</span>
<<else>>\
[[Enter the sewers|statuettesewers1]]
<</if>>\
[[Return to town centre|$currentisland]]<<switch visited()>><<case 1>>\
You enter the dark sewers and breathe a sigh of relief: these tunnels are clearly used to transport storm water, not waste. Still, the air in the sewers stinks of rot and dead fish. Thick mud slurps under your feet.
After a while, you reach a fork in the tunnel.
<<default>>\
You're at the fork in the sewer tunnels. There is mud everywhere.
<</switch>>\
<<if $survival >= 1>>\
[[(Survival) Look for tracks in the mud|sewerstracks]]
<<else>>\
<span class = "red">(Survival)</span> Look for tracks in the mud
<</if>>\
[[Go left|serwerrat]]
[[Go right|statuettethief]]You bend down and examine the muddy floor of the tunnel. It's hard to read the tracks in the brown muck, but after a while you notice footprints in the firmer soil near the tunnel wall. Looks like someone in decent shoes ran to the right.
You discover paw prints of a giant rat, leading into the left tunnel, as well.
[[Back|statuettesewers1]]You follow the left tunnel for a while. It turns this and that way, until you reach a sharp turn.
As you turn the corner, a giant rat jumps at you, baring its teeth!
<<link [[Fight!|Combat]]>><<set $enemy to setup.giantrat>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "statuettesewers1">><<set $winroom to "sewernest">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.giantrat>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "sewernest">><<set $playermessage to "">><</link>><</if>>\<<set _lootroll to random(1,4)>>\
<<if _lootroll == 1>><<set $swordowned += 1>>
<<elseif _lootroll == 2>><<set $potionbighealth += 1>>\
<<elseif _lootroll == 3>><<set $blessedointment += 1>>\
<<else>><<set $bottledexplosion += 1>>\
<</if>>\
Having killed the aggressive rat, you notice it was defending its nest. You are at a dead end, and beneath the brick wall blocking your way there's a pile of branches and dirty rags, mixed with clay, debris and bones. A dead fish is lying in the mud nearby.
Looking at the dead rat's nest, you spot some object glistening among the dirt. You cautiously pick it up.
<span class = "gold">You received <<if _lootroll == 1>>a sword<<elseif _lootroll == 2>>a potent health potion<<elseif _lootroll == 3>>a vial of Blessed Ointment<<else>>a vial of Bottled Explosion<</if>>!</span>
You see no need to stay in this disgusting place any longer. You return to the fork and take the tunnel on the right.
[[Continue|statuettethief]]
You follow the right tunnel for a long while. You reach another fork; this time, the sewer splits into three branches. Before you can start wondering which is the right way, you hear a distant splash coming from the middle tunnel, and then some muffled curses, which end in a long lamentation over destroyed shoes.
"This stupid piece of clay is not worth it!" a desperate voice states.
Realising you have discovered the thief, you take the middle tunnel and start running.
Soon, you notice a short man in good, but terribly dirty clothes. He's clutching some small object. He jumps, scared, when he sees you, and tries to escape.
You follow the thief, running past many forks in the tunnel. Finally, you corner him at a dead end. Well, it's not really a dead end – a rickety ladder leads to an opening high up, through which sunlight streams in – but the thief can't easily climb while holding the unwieldy statuette.
"All right, all right, you got me!" the thief exclaims. "Wait – you're not with the guard! Bless my lucky stars! Listen, forget me and just leave. I can make it worth your while. You see, this statuette isn't really valuable, unless you know the right person to sell it to. Like I do. So, I'm willing to offer you 700 pieces of silver – half of what I can sell it for – if you let me go. Think about it. Neither the guards, nor the temple will pay you anything, even if you catch me and return the stupid thing. So, do we have a deal?"
<<if $trading >= 1>>\
<<link [[(Trading) Say it's a deal if he makes it 1000 silver|statuettethiefbonus]]>><<set $silver += 1000>><<set $exp += 200>><<set $exptotal += 200>><</link>>
<<else>>\
<span class = "red">(Trading) Say it's a deal if he makes it 1000 silver</span>
<</if>>\
<<link [[Agree to the thief's offer|statuettethiefdeal]]>><<set $silver += 700>><<set $exp += 200>><<set $exptotal += 200>><</link>>
[[Order the thief to return the statuette|recoverstatuette]]
<<silently>><<finishquest>><</silently>>\
"You're truly ruthless!" the short thief says, shaking his head. "That's all the money I got on me! All right, I agree, I agree! You sure know how to negotiate from a position of power."
He hands you a pouch filled with silver coins.
<span class = "gold">You received 1000 pieces of silver!</span>
"And now, I need to excuse myself," the thief says. "Go somewhere I can take a hot bath, then buy new shoes."
Slowly and clumsily, he climbs up the ladder, almost dropping the clay statue in progress. Eventually, he manages to get up with his loot. He carefully looks around before getting onto the street and walking away.
You wait for a while, then climb after him. As you reach the street above, the thief is nowhere to be seen.
Well, you didn't recover the statuette, but at least you've done some profitable business in the sewers, of all places!
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
"Thanks, friend!" the short thief says. "I knew you'd show some reason. Glad I met you, not one of the guards, or the priests."
He hands you a pouch filled with silver coins.
<span class = "gold">You received 700 pieces of silver!</span>
"And now, I need to excuse myself," the thief says. "Go somewhere I can take a hot bath, then buy new shoes."
Slowly and clumsily, he climbs up the ladder, almost dropping the clay statue in progress. Eventually, he manages to get up with his loot. He carefully looks around before getting onto the street and walking away.
You wait for a while, then climb after him. As you reach the street above, the thief is nowhere to be seen.
Well, you didn't recover the statuette, but at least you've done some profitable business in the sewers, of all places!
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]You calmly say you don't bargain with criminals, and order the thief to return the statuette.
"Wait, wait, let's not be hasty..." the short man utters. You take a step closer. He backs off, clutching the clay figure close to his chest. It's clear he doesn't want a fight.
You repeat your demand, and the thief finally realises he won't get away with his loot.
"All right, you can have the accursed thing!" he shouts. He then throws the statuette, jumps onto the ladder and starts climbing with surprising speed.
You dash forward and catch the relic before it smashes into pieces on the tunnel floor. You then look up, but the thief's already gone.
You climb after him, but have to do it slowly and carefully, so as not to drop the statuette. When you finally reach the street above, the thief is nowhere to be seen.
However, you managed to recover the stolen statuette! You examine it closely: a simple, but somehow beautiful depiction of a man holding two twisting snakes in his hands.
You wonder what you should do with it.
<<link [[Keep the statuette|statuettekeep]]>><<set $beautifulstatuette += 1>><<set $exp += 200>><<set $exptotal += 200>><</link>>
<<link [[Return the statuette to the temple|statuettereturn]]>><<set $exp += 500>><<set $exptotal += 500>><</link>><<silently>><<finishquest>><</silently>>\
You decide to keep the statuette for yourself. You hope the thing is worth some good coin. With the clay figure in your pack, you head for the harbour.
<span class = "gold">You received the Beautiful statuette!
You gained 200 EXP!</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
You decide the statuette should be returned to its rightful place in the temple.
You take the figure to the priest you've talked to before. He's astonished and overjoyed at the sight of the relic, and thanks you profusely.
"We thought we were never going to see it again! Please, tell me, where did you find it?"
You briefly recount your adventures in the sewers.
"To think the guards wouldn't want to chase the thief there," the priest says, shaking his head. "It's a good thing you came by and saved our treasure. We'll keep a closer watch over it from now on. We just never thought someone would want to steal it, since it's not worth much money. Thank you again, $playername!"
<span class = "gold">You gained 200 EXP!</span>
The priests leads you through a side door of the temple.
"I can't offer you a monetary reward, but I'll let you visit our archives, which are usually open only to the clergy. As someone interested in old relics, you'll surely appreciate the objects we collected."
He takes you to a small chamber filled with old books, stone tablets and tapestries.
"Preserving historical objects is part of our temple's mission," he explains. "Please, take your time and enjoy the collection."
You only spend some time in the temple archives, but you read several ancient stories you've never heard before, and learn many curious facts from old writings.
<span class = "gold">You gained 300 EXP!</span>
Eventually, you leave the temple, with a wealth of new knowledge. The priest bids you farewell and you head for the harbour.
[[Continue|$currentisland]]An old clay statuette depicting a man
holding two twisting snakes in his hands.
<a class="link-internal ui-close">Close</a><<run $exploreunique.push("treasuremap")>><<run $uniquetravelevents.delete("mapbottle")>>\
You set sail towards your destination.
You're in the open sea, making use of the favourable winds, when you spot a floating bottle.
The waves carry the bottle towards your boat. You reach overboard and pick it up.
Inside the bottle there's an old, tattered piece of parchment with a simple drawing. It depicts something similar to a very short and stubby sewing needle, or a club with a hole in the broader side. There's an X scratched next to it, which makes you think the parchment is some sort of a map. The peculiar shape might be a strange rock.
You decide to keep this in mind in case you ever saw such a rock during your journeys.
[[Travel to your destination|$destination]]
<<run $exploreunique.delete("treasuremap")>>\
<<set _lootroll to random(1,3)>>\
<<if _lootroll == 1>><<set $silver += 2000>>\
<<elseif _lootroll == 2>><<set $silver += 500>><<set $emerald += 1>>\
<<else>><<set $silver += 700>><<set $potionultimatehealth += 1>><<set $potionultimatemagic += 1>>\
<</if>>\
You set off and spend some time exploring the wilderness of $currentislandname.
<<randomroad>> when you spot a strange rock in the distance: <<if $currentislandterrain == "forest">>a moss-covered stone pillar<<elseif $currentislandterrain == "grassy">>a weathered granite pillar<<elseif $currentislandterrain == "icy">>a snow-covered stone pillar<<elseif $currentislandterrain == "jungle">>a stone pillar overgrown with wild orchids and<<elseif $currentislandterrain == "marshy">>a leaning, mud-covered stone pillar<<elseif $currentislandterrain == "rocky">>a lichen-covered granite pillar<<elseif $currentislandterrain == "sandy">>a weathered sandstone pillar<<else>>a black basalt pillar<</if>> shaped like a giant sewing needle.
It reminds you of the drawing on the map you found inside the drifting bottle. Excited, you approach the pillar and find the spot marked with the X on the drawing.
You start digging and soon discover a small buried box. Inside you find <span class = "gold"><<if _lootroll == 1>>2000 pieces of silver<<elseif _lootroll == 2>>500 pieces of silver and an emerald<<else>>700 pieces of silver, a grand health potion and a grand magic potion<</if>>!</span>
[[Return to town|$currentisland]]<<set _roll to random(1,3)>><<set _roll += $charisma>>\
<<randomplace>> you meet some local hunters. They approach you with caution and seem really distrusting.
"These are our hunting grounds, stranger," their leader says. "Turn back."
It's almost dusk and you were just about to set up your camp.
[[Do as the hunters say and return to town|$currentisland]]
<<if _roll >= 3>>\
<<link [[Convince the hunters you're a friend|huntersdiplomacy]]>><<set $bonusitem to random(1,3)>><</link>>
<<else>>\
[[Convince the hunters you're a friend|huntersloseitem]]
<</if>>\
<<if $combat >= 1>>\
[[(Combat) Challenge the leader of the hunters to an honourable duel|hunterscombat]]
<<else>>\
<span class = "red">(Combat)</span> Challenge the leader of the hunters to an honourable duel
<</if>>\The hunters don't seem convinced by your words.
"You say you're friend, but strangers like you always mean trouble," their leaders say. "We leave now, but take this for a warning: things happen to people spending night in the wilderness. You may get attacked or robbed if you're unwise and stay here."
They leave without any further words.
You set up your camp and go to sleep.
<<if $foodsupplies == 0 && $luxuryitems == 0 && $craftingmaterials == 0>>\
<<set $silverlost to 300>><<set $silverlost to Math.clamp($silverlost,0,$silver)>><<set $silver -= $silverlost>>\
<<if $silverlost == 0>>You sleep undisturbed, but in the morning you discover someone has been rummaging through your things. Luckily, they must have found out you have no money at all and didn't bother stealing anything else.<<else>>You sleep undisturbed, but in the morning you discover someone has been rummaging through your things and stole some of your money. You lost $silverlost silver!<</if>>
<<else>>\
<<set _lostcargo to ["food supplies", "luxury items", "crafting materials"]>><<if $foodsupplies == 0>><<run _lostcargo.delete("food supplies")>><</if>><<if $luxuryitems == 0>><<run _lostcargo.delete("luxury items")>><</if>><<if $craftingmaterials == 0>><<run _lostcargo.delete("crafting materials")>><</if>><<set $lost to _lostcargo.random()>><<if $lost == "food supplies">><<set $foodsupplies -= 1>><<elseif $lost == "luxury items">><<set $luxuryitems -= 1>><<elseif $lost == "crafting materials">><<set $craftingmaterials -= 1>><<else>><</if>>\
You sleep undisturbed, but in the morning you discover someone has been rummaging through your things and stole some of the wares you owned. You lost 1 $lost!
<</if>>\
You decide to end your exploration for now.
<<link [[Return to town|$currentisland]]>><<unset Ssilverlost, $lost>><</link>><<set $huntersdiplomacy to true>>\
You manage to convince the hunters to trust you.
Their leader soon grows to like you and apologises for the brash welcome. The hunters even agree to sell you some of their supplies.
[[Continue|hunterstrade]]The leader of the hunters is really surprised, but also looks at you with newly found respect.
"You speak like a true warrior, stranger. You challenged me without fear, even though I could call upon my companions during the fight; but you trusted I will not. I won't fight you; you've already proven your honour in my eyes. If you want, stay here. We won't disturb you."
<<switch visited()>>\
<<case 1>><<set $exp += 200>><<set $exptotal += 200>>\
You gained 200 EXP!
<<default>><</switch>>\
The hunters walk away and soon disappear in the wilderness.
You set up your camp and go to sleep.
You sleep undisturbed. In the morning, you decide to end your exploration for now.
[[Return to town|$currentisland]]A rare blue conch with golden spots.
You found it on the beach on Seashell Cove.
<a class="link-internal ui-close">Close</a><<switch visited()>><<case 1>><<silently>><<startquest>><</silently>><<set $devourerfood to 0>>\
You travel to the area affected by the goblin raids. As you arrive at a small mountain village, you see it's being fortified; an incomplete palisade surrounds its perimeter, and most adults you see are carrying weapons, even though it's bright daylight.
When you ask about the goblins, the villagers' expressions turn grim. They explain the creatures have already stolen more than half of their livestock; it's only a matter of time before they start kidnapping people. What's even worse, the goblins are relentless; they don't fear humans and fight with surprising fierceness. They already killed two farmers who tried to protect their cows.
"One of our elders understands their language a bit," a tall woman who's the village leader explains. "He says they're constantly talking about some 'Devourer', who is their chief, or god. They are so afraid of that creature they forget their fear of our swords and arrows. It seems like destroying the Devourer is the only way to stop the attacks, but we're no warriors; we're afraid of entering the goblins' land. If you can do this, adventurer – if you can put an end to this menace – we shall be forever grateful. But beware! Who knows what you may find in the goblin caves. Recently, the attacks have been less frequent, but we fear that's because the goblins are all there, brewing up some evil plan."
She tells you how to get to the caves and begs you to be careful if you decide to go.
<<default>>\
You travel to the goblin caves, where the Devourer hides.
<</switch>>\
<<if $devourervisited>>\
[[Enter the caves|devourercave]]
<<else>>\
[[Go to the goblin caves|waytodevourer]]
<</if>>\
[[Return to town|$currentisland]]<<switch visited()>>\
<<case 1>>\
You follow the tunnel, which is filled with abandoned goblin weapons and items of everyday use, to a great, dimly lit chamber. There, you see the Devourer.
A black mass of writhing tentacles and salivating mouths fills up the distant end of the chamber. The menacing mound of dark flesh shifts and pulsates, producing slurping sounds. In front of the Devourer, you see six small statues – no, you realise, they aren't statues, but goblins covered in black slime, unable to move.
Apparently, what the goblins stole didn't satisfy the hunger of their terrible deity. The Devourer ate all the food they brought, then started consuming the goblins. What you see must be the last remnants of the tribe, but it's clear they can't be helped anymore.
As you watch, the Devourer extends a tentacle, picking up a single goblin and bringing it to one of its mouths, where it's quickly consumed.
Suddenly, the horrible creature seems to notice you. Even though it has no eyes, you feel like you're being watched. Then, you hear an otherworldly voice inside your head:
"FOOD. BRING ME FOOD."
You scream, struggling against the Devourer's mental power. Your will is stronger than the goblins'. You retain control of your body.
Now, you have to find a way of destroying the monster. If it's not defeated, you're sure it will find new servants, or some other way of devouring every living creature on $currentislandname.
<<default>>\
You're in the Devourer's cavern. The giant monster, a mound of tentacles and mouths, fills the distant end of the large chamber.
<</switch>>\
<<if $foodsupplies > 0>>\
<<link [[(-1 Food supplies) Give food to the Devourer|feeddevourer]]>><<set $foodsupplies -= 1>><<set $devourerfood += 1>><</link>>
<<else>>\
<span class = "red">(-1 Food supplies)</span> Give food to the Devourer
<</if>>\
<<link [[Attack the Devourer|Combat]]>><<set $enemy to setup.devourer>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "devourerescaped">><<set $winroom to "devourerdefeated">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Attack in dragon form|CombatDragonForm]]>><<set $enemy to setup.devourer>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "devourerdefeated">><<set $playermessage to "">><</link>>
<</if>>\
[[Turn back and return to town|$currentisland]]<<set $devourervisited to true>>\
You travel to the goblin caves. The way leads through a barren wasteland; you don't encounter a single goblin, even though you see their strange totem poles now and again. The area is eerily quiet. You don't see any wild animals.
Finally, you reach the entrance to the caves. It leads to a wide tunnel, lit with torches.
As you approach, a small, dark silhouette emerges from the tunnel. It's a goblin. The creature appears insane and is covered in some black substance. Its eyes are wide with fear; it mumbles something under its breath. It staggers towards you without noticing you.
Suddenly, the tip of a black tentacle slithers forward from the tunnel. The goblin sees it and tries to run away in panic, but the tentacle wraps itself around its ankle and pulls the screaming creature back into the tunnel.
The screaming soon ceases, replaced by ominous silence.
[[Enter the caves|devourercave]]
[[Return to town|$currentisland]]<<if $devourerfood < 6>>\
You place the food on the cavern floor and quickly back away.
The Devourer grabs the offering and pulls it inside one of its many mouths.
"BRING MORE!" it bellows inside your head.
<<if $foodsupplies > 0>>\
<<link [[(-1 Food supplies) Give more food to the Devourer|feeddevourer]]>><<set $foodsupplies -= 1>><<set $devourerfood += 1>><</link>>
<<else>>\
<span class = "red">(-1 Food supplies)</span> Give more food to the Devourer
<</if>>\
[[Back|devourercave]]
<<elseif $devourerfood < 8>>\
You place the food on the cavern floor and quickly back away.
The Devourer grabs the offering and pulls it inside one of its many mouths.
The monster seems to be increasing in size after consuming so much food, but at the same time, its movements are getting slower.
<<if $foodsupplies > 0>>\
<<link [[(-1 Food supplies) Give more food to the Devourer|feeddevourer]]>><<set $foodsupplies -= 1>><<set $devourerfood += 1>><</link>>
<<else>>\
<span class = "red">(-1 Food supplies)</span> Give more food to the Devourer
<</if>>\
[[Back|devourercave]]
<<else>><<set $exp += 1000>><<set $exptotal += 1000>><<set $darkplatearmour += 1>>\
As the Devourer consumes the food, its flesh starts pulsating and rapidly expanding. New mouths appear on the amorphous body. Tentacles are thrashing about, searching for more things to consume.
"MORE! MORE!" the otherworldly voice in your head screams. "MORE TO FILL THE EMPTINESS!"
The surface of the monster's body seems to be boiling. Giant bubbles form and burst, spraying black liquid around as the Devourer continues to grow.
"I NEED MORE!" the creature bellows.
And then, with a noise like that of a giant, inflated bladder bursting, it explodes.
Shreds of black flesh rain from above. Severed tentacles writhe on the cave floor, before dissolving into sticky goo. The Devourer is no more; there's only a pile of lifeless flesh, which is quickly melting away.
Among the monster's remains you find a suit of black plate armour. You have no idea how it ended up inside the Devourer, and you don't want to ponder that question, but it seems intact.
<span class = "gold">You gained 1000 EXP!
Dark Plate Armour received!</span>
[[Continue|devourerending]]
<</if>>You're at the mouth of the Devourer's cave.
[[Enter the cave|devourercave]]
[[Return to town|$currentisland]]<<set $darkplatearmour += 1>>\
The Devourer's destroyed body starts to melt. Tentacles are thrashing about, dissolving into sticky goo. Soon, only a pile of smoking flesh is left, and it's quickly disappearing.
Among the monster's remains you find a suit of black plate armour. You have no idea how it ended up inside the Devourer, and you don't want to ponder that question, but it seems intact.
<span class = "gold">You received Dark Plate Armour!</span>
[[Continue|devourerending]]<<silently>><<finishquest>><</silently>><<set $renown += 2>><<set $greatdeeds.push(setup.defeatdevourer)>><<set $greatdeedsrewards.push(setup.defeatdevourer)>>\
You bring the news of the Devourer's demise to the mountain village. The locals are overjoyed. They sing your praises and thank you over and over again. Some braver souls venture to the cave, to see the Devourer's remains with their own eyes.
Messengers are sent to other villages, to inform everyone the threat has been stopped.
"We had no idea such creatures even existed!", the village leader says. "Wherever that… thing came from, it destroyed the goblins, and would have destroyed us as well, if not for you. You're a true hero, $playername!"
News of your deed precede you to the town, where you are hailed as a hero for destroying the terrifying Devourer!
<span class = "gold">Your renown goes up by 2!</span>
<<link [[Continue|$currentisland]]>><<unset $devourerfood, $devourervisited,>><</link>><<switch visited()>><<case 1>><<silently>><<startquest>><</silently>>\
You arrive at the small village after a few hours' travel. It's less than three dozen houses, all built in the shade of a lonely hill. A narrow road climbs the hill, leading to the ruined castle, of which only one wing with a crumbling tower are left standing.
Most houses in the village are built of the same stone as the castle.
As you're walking among the houses, you quickly get surrounded by suspicious locals. Some ask you for help, others accuse you of being "her" servant and tell you to leave. All seem exhausted and desperate.
You tell the villagers you're not here to hurt them and ask what their problem is. They seem to believe you, though one man warns you:
"If you're lying – if you're another one of her servants, like the man we chased away – we're going to kill you!"
The village leader calms the man down and apologises to you.
"Forgive him, traveller. He's just desperate. His daughter was one of the first to fall ill, and there's little hope she's going to survive if no one breaks the curse… but we're too scared to go to the castle, even those of us with sick children."
The man who threatened you clenches his fists in powerless rage and quickly walks away, trying to hide his tears.
<<default>>\
You're in the village hiding in the shadow of the ruined castle. The few people you see around are pale and worried. You don't see any children around.
The village leader comes to talk to you.
<</switch>>\
[[Ask about the man the villagers chased away|askdoctor]]
[[Ask about the curse|askcurse]]
[[Ask about the strange noises coming from the castle|asknoises]]
<<if $curseasked>>\
[[Ask how to break the curse|askbreak]]
<<if $magic >= 1>>\
[[(Magic) Convince the villagers that Mirlanda destroyed the vampire for good|cursemagic]]
<<else>>\
<span class = "red">(Magic)</span> Convince the villagers that Mirlanda destroyed the vampire for good
<</if>>\
<<if $charisma >= 1>>\
[[(Charisma) Convince the villagers to trust the medic|cursecharisma]]
<<else>>\
<span class = "red">(Charisma)</span> Convince the villagers to trust the medic
<</if>>\
<</if>>\
<<if $curseescaped>>\
[[Tell the villagers the monster in the castle is a wyvern|tellwyvern]]
<</if>>\
<<if $cursebreak>>\
[[Go to the ruined castle|cursecastle]]
<</if>>\
[[Return to town|$currentisland]]
"After the children started showing symptoms of the curse, a man arrived in our village," the elder explains. "He claimed to be a learned medic. He told us about a disease which struck villages in his area some time ago, and mostly killed small children. The same disease, he said, now spread to our village. That man claimed he could treat it, he even tried to give his mixtures to one of the sick children. Fortunately, our wise woman, who first told us about the curse, arrived in time. She unmasked the 'medic' as a servant of the Baroness, who came here to poison our children and quicken their deaths. So, we chased him away before he could do any harm. He's staying at a nearby inn now, and we're keeping a watch, making sure he doesn't sneak in at night with his poison."
[[Back|vampirescursestart]]<<set $curseasked to true>>\
"The curse is what causes our children to fall ill. They grow pale and weak. At first, they stop running around and playing, then, they have to stay in bed all day. Those who were affected first now can't even hold a spoon and eat without help. We fear that the next stage of the illness is – death."
You ask the village leader why they're calling this illness a "curse".
"Our wise woman, who's lived here longer than anyone, explained that to us," he answers "Long ago, an evil creature lived in the castle which overlooks the village. Her name is now forgotten, but people know her as 'the Baroness'. She was a vile monster, a blood-sucking vampire. She fed off the life force of her subjects and grew in power, until she threatened to take over the entire $currentislandname. Fortunately, Sorceress Mirlanda learned about the Baroness and came here to vanquish her. The vampire fought with all her strength, but she was no match for the Sorceress, who destroyed her and sealed her remains in a stone coffin, freeing the land of the Baroness's shadow. That was many, many years ago… We were convinced the old castle no longer posed any threat, but a few weeks ago we started hearing strange noises. Something is there, something that wails and cries at night. Then, the disease struck. The wise woman tried to help the afflicted children with her herbs, but when they didn't work, she realised the illness is caused by a powerful curse. The evil vampire isn't fully dead; she has been slowly regaining her powers for many years, and now she uses her magic to feed on our children."
<<switch visited()>><<case 1>>\
Just then, the wise woman appears. Short and grey-haired, she walks supporting herself on a gnarled staff, but her voice is clear and commanding.
"The curse is real! There's no saving the children unless someone goes to the castle to break it, but the Baroness will kill all who enter her domain!"
Some of the villagers start sobbing.
"We're not warriors, nor mages like the Sorceress Mirlanda, traveller," the leader says. "There's no hope for us, unless… unless you help us. I can't ask that of you, but if you're willing to go to the castle, we will be forever grateful."
<<default>><</switch>>\
[[Back|vampirescursestart]]"Sometimes, we hear high-pitched shrieks, or cries, coming from the old ruins," the villagers tell you. "No one's brave enough to go and see what makes these noises, but it must be the accursed vampire!"
[[Back|vampirescursestart]]You tell the villagers you can use magic yourself; they're astonished, but quickly believe you after you show them some simple spells.
"You're a real mage!" a young woman exclaims. "Please, go to the castle and break the curse!"
You calmly explain there's no need for that. Sorceress Mirlanda, you argue, was one of the most powerful mages of all times. She knew everything about curses and vampires, and it's impossible she would let any part of the evil Baroness survive. If Mirlanda destroyed her, you say, the Baroness is dead for good. The man they chased away wasn't her servant, but a well-meaning medic trying to help them and free their children from a disease.
[[Continue|curseconvince]]You tell the villagers you're convinced the travelling medic was not lying. He wasn't a servant of the Baroness and he wasn't trying to poison the children. After all, why would he end their lives with poison, depraving his master of the "life energy" she's apparently stealing? You also explain you've heard about similar diseases, which mostly affect young children, but are curable. In a simple and convincing manner, you show the ridiculousness of the curse theory. Finally, you urge the villagers to send for the medic, and beg him for forgiveness and help.
[[Continue|curseconvince]]The villagers listen attentively. You see hope returning to their faces; on some, it's mingled with embarrassment. These are people who have just realised they chased away an innocent man who wanted to save their children.
The only one who's looking angry is the wise woman. She shakes her staff at you and shouts:
"Did you hear that? Do we need any more convincing? It's another one of her servants, here to poison us with lies! No medicine will help against a curse, you fools!"
Many people seem torn, not knowing whom to believe. Surprisingly enough, it's the man who threatened you before that speaks now.
"I tried your medicine first. It didn't help Aina, and then you told us about the curse. I think it's you, not the traveller, who's lying, and I'm going to fetch the medic right now. He looked like an honest man. Maybe his medicine's better than yours."
Several parents of sick children offer to go, too; some want to take their babies with them. The village leader, however, explains only one messenger is required and convinces everyone else to stay.
[[Continue|curseendingmedic]]<<set $cursebreak to true>>\
You ask the villagers what needs to be done to break the curse.
Everyone turns to the wise woman. She strokes her chin, appearing very important, then explains you need to take large a stone, spit on it, place it on the Baroness's coffin and speak these words three times: "I bind you forever, vampire! You shall rise from your grave no more. You shall plague good people no more!"
"That's all that has to be done, other than surviving the trip to the castle," the old woman adds, cackling. "If you get to the coffin without being stricken down by the vampire's magic, perform the ritual and get out of the castle right away! Do not open the coffin, or your soul will be lost forever!"
[[Back|vampirescursestart]]<<switch visited()>><<case 1>>\
As you set off towards the ruined castle, the villagers wish you luck and hope for your safe return. Many thank you for risking your life for the sake of their children; some seem ashamed they're not brave enough to go themselves.
You climb the road snaking up the hill. Soon, you reach the castle. It lies in ruin; most walls have been taken apart. Some loose stones are lying here and there in the abandoned courtyard. The only part of the castle still in good shape is the great hall; its entrance is right in front of you.
As you approach the doorway, you hear a piercing shriek coming from the dark hall.
<<default>>\
You're in the courtyard of the ruined castle. Before you is the entrance to the great hall.
As you approach the doorway, you hear a loud cry coming from the dark hall.
<</switch>>\
[[Enter the great hall|cursehall]]
[[Return to the village|vampirescursestart]]
[[Return to town|$currentisland]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $luxuryitems += 1>>\
The wise woman walks away, mumbling angrily about the "doom these fools are going to bring down on their heads," but no one listens.
The medic soon arrives at the village; he's a young man with bright eyes and a worried expression. He greets the leader, interrupts his flowery apology and gets down to work, examining the sick children, administering medicine and instructing the parents how to care for them.
A few hours later you're invited to the leader's house, where you meet the medic. He's exhausted, but smiles.
"If I understand correctly, I have you to thank for talking some sense into these people," he says. "You've done this village a great service."
A young woman appears at the door, bringing good news: her child, though still weak, is already feeling better.
"The symptoms won't fully go away for at least a week, but she should be able to walk in two days," the medic says. "Remember to give her one spoon of the medicine twice a day."
The woman nods, smiles shyly, leaves a basket full of eggs next to the medic's chair and quietly leaves.
"If they keep on paying me like that, I'll have to buy a horse and a cart to transport everything," the medic laughs.
He's soon called to attend to one of the sick children, and leaves.
Before you leave as well, the village leader thanks you profusely.
"You were right, $playername, and I'm so glad we listened to you! Please, take this. It's the only thing I can offer; I want to pay the medic with my savings."
He gives you an old silver bracelet.
<span class = "gold">1 luxury item received!
You gained 400 EXP!</span>
You leave the village, convinced the sick children are receiving proper care now, and that the "vampire's curse" was a mere legend.
<<link [[Return to town|$currentisland]]>><<unset $curseasked, $cursebreak, $curseescaped>><</link>>As you enter the hall, you see movement and hear the beating of great wings. A wyvern has made the giant hall its lair! The monster takes off and hisses, ready to swoop down on you!
<<link [[Fight!|Combat]]>><<set $enemy to setup.wyvern>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $enemy.tamediff to 0>><<set $escapedroom to "curseescaped">><<set $winroom to "cursecoffin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.devourer>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "cursecoffin">><<set $playermessage to "">><</link>>
<</if>>\<<set $curseescaped to true>>\
You've escaped from the hall. The wyvern didn't chase you to the courtyard.
[[Enter the great hall|cursehall]]
[[Return to the village|vampirescursestart]]
[[Return to town|$currentisland]]You're in the great hall of the castle, empty and dimly lit by the sun streaming through narrow windows.
The carcass of the great wyvern is lying in the centre of the hall.
At the end of the hall, opposite the entrance, there is an ornate stone coffin. A heavy lid rests on the coffin; it's covered with a thick layer of dust.
[[Perform the ritual described by the wise woman|curseritual]]
[[Open the coffin|curseopen]]You pick up a stone lying on the floor nearby, spit on it and place it on the coffin lid, while repeating three times the words the wise woman taught you.
Nothing magical happens. The coffin looks just the same. You don't sense any evil presence struggling against the binding magic, but, truth be told, you didn't sense any evil presence before either.
[[Return to the village|curseendingritual]]
[[Open the coffin|curseopen]]<<set $vampiresswordowned += 1>>\
Despite the wise woman's warnings, you push the heavy stone lid aside.
In the coffin there's dust, a few small pieces of bone and remains of decaying clothing: a belt buckle, golden buttons, fragments of leather boots. There's also a long sword in a scabbard; it seems untouched by the passage of time.
You pick up the sword and unsheathe it. It's a masterfully crafted weapon, and seems warm to the touch.
<span class = "gold">You obtained Vampire's Sword!</span>
You take one more look at the remains inside the coffin. There can be no doubt about it: the Baroness is long dead and gone. She's not able to curse anyone or steal children's life energy.
Taking the sword with you, you head back to the village.
[[Continue|villageopen]]
<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 300>>\
The villagers were eagerly awaiting your return. As soon as they see you, they run towards you to ask if you performed the ritual.
You say that you did everything as instructed. Everyone cheers.
"My child won't die!" some young woman shouts, crying tears of joy.
The wise woman nods. She's the only one who doesn't seem too happy at your return, but maybe she's always that grumpy.
"Of course, it will take time for the effects of the curse to wear away, but the important task has been completed."
The villagers thank you profusely and praise your bravery. The village leader hands you a small leather purse.
"We don't have much, but we must reward you for your help. Please, take this."
<span class = "gold">You received 300 pieces of silver!
You gained 400 EXP!</span>
<<link [[Return to town|$currentisland]]>><<unset $curseasked, $cursebreak, $curseescaped>><</link>>The villagers were eagerly awaiting your return. As soon as they see you, they run towards you to ask if you performed the ritual.
You walk straight towards the wise woman, who's the only one not cheering at your return. In short, brash words, you accuse her of spreading fear and superstition.
You then proceed to explain that you opened the coffin, and weren't struck by any vampire magic. The Baroness isn't a threat, and hasn't been for years. She's just a heap of dust at the bottom of a coffin. And the strange noises coming from the castle? They were caused by a wyvern who made the great hall its lair. You describe how you killed the monster, and show its giant teeth as a proof.
The wise woman's face grows pale, then purple, as you tell your story. She shakes her fist at you.
"Liar! All lies! Servant of evil!"
Many villagers are convinced by your reasonable explanation, but some take the wise woman's side. Conflict is hanging in the air; luckily, a few people, inspired by your bravery, decide to go to the castle and see if you were telling the truth.
They soon return and confirm everything you said.
"If there's no curse," someone asks, "how can we save our children?"
You explain the children have simply fallen ill, and urge the villagers to find the medic and beg him to come back. They quickly agree; most seem ashamed at having chased away someone who was trying to help them.
One man immediately sets off to bring the medic back.
[[Continue|curseendingmedic]]You tell the villagers there are no signs of a vampire in the castle; all you saw was an irritated wyvern, who made its nest in the great hall.
"The wyvern must be her servant, then!" the wise woman cries. "Everyone knows vampires can bend simple minds of monsters to their will. Have you seen the coffin? Have you explored the hall? Then how can you say the Baroness is not real?"
[[Back|vampirescursestart]]<<widget "demonservant">>
<<set setup.demonservant to {
type:"legendary",
maxhp:80,
mindamage:7,
maxdamage:10,
minpowerdamage:30,
maxpowerdamage:45,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:4,
specialattack2bonus:4,
defense:7,
escapediff:7,
dr:4,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:6,
maxcooldown:5,
mincooldown:3,
maxcooldown2:8,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:true,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the demon servant",
namecapitalised:"The demon servant",
namefullcaps:"DEMON SERVANT",
nameundetermined:"a demon servant",
nulldamagemessage:"but the demon's shifting body absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The demon screams as its body explodes into mist, which quickly dissipates.",
attackallmessages:["The demon slashes with its sword", "The demon servant attacks you with its sword", "The demon stabs at you", "The demon throws a dagger at you"],
attacknormalmessage:["The demon slashes with its sword", "The demon servant attacks you with its sword", "The demon stabs at you"],
attackflyingmessage:["The demon throws a dagger at you"],
cantreachmessage:[],
specialattackmessage:"The demon flies up like a whirlwind and slashes with its sword",
specialattack2message:"The demon servant recites a dark spell",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy of the demon",
intromessage:["You are attacked by Zarok's demon servant!"],
codexdiff:2,
silver:0,
exp:500,
}>>
<</widget>><div class = "popup">The terrifying demon servant of Zarok the warlock has been guarding the remains of its master's tower for ages. The demon has a vaguely human form, but under the hood of its black cloak two green flames are burning in place of the eyes. The creature's silhouette seems to be constantly flowing and shifting.
Enemy type: legendary
Max. HP: 80
Defence: 7
Magic defence: 7
Damage reduction: 4
<span class = "heading">MP DAMAGE:</span> Demon servant's special attack damages the opponent's MP.
<span class = "heading">STUN RESISTANCE:</span> Demon servant has a 50% chance of resisting stun.
<span class = "heading">POISON IMMUNITY:</span> Demon servant cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Demon servant cannot be weakened.
<span class = "heading">POISON:</span> Demon servant's attacks may poison the opponent.
<span class = "heading">WEAKEN:</span> Demon servant's attacks may weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "demonservantally">>
<<set setup.demonservantally to {
type:"demon",
name:"the demon servant",
namecapitalised:"The demon servant",
nameshort:"the demon",
hasreach:true,
attackbonus:2,
specialattackbonus:4,
maxcooldown:6,
mincooldown:3,
mindamage:7,
maxdamage:10,
minpowerdamage:15,
maxpowerdamage:22,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"magic",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:false,
specialweaken:false,
specialfortify:false,
special2poison:true,
special2burn:false,
special2stun:false,
special2weaken:true,
special2fortify:false,
poisonduration:3,
burnduration:0,
stunduration:0,
weakenduration:3,
fortifyduration:0,
normalattackisspell:false,
specialisspell:true,
special2isspell:true,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:6,
attackallmessages:["The demon slashes at $enemy.name with its sword", "The demon servant attacks $enemy.name with its sword", "The demon stabs at $enemy.name", "The demon throws a dagger at $enemy.name"],
attacknormalmessage:["The demon slashes at $enemy.name with its sword", "The demon servant attacks $enemy.name with its sword", "The demon stabs at $enemy.name"],
attackflyingmessage:["The demon throws a dagger at $enemy.name"],
specialattackmessage:"The demon flies up like a whirlwind and slashes at $enemy.name with its sword",
specialattack2message:"The demon servant recites a dark spell",
unhiremessage:"The demon servant bows and says:<br><br>\"If you don't need your servant now, master, I shall remove myself from your presence. I shall await your return in the tower.\"<br><br>The demon servant returned to the ruined tower on Grimrot Island.",
chat:["\"You're looking as magnificent as always in your new body, master,\" the demon says.", "\"When do we start conquering the Archipelago, master?\" the demon asks eagerly. \"But of course, if your brilliant plan requires waiting, then wait I shall!\"", "\"All hail Zarok!\" the demon servant exclaims, before you tell him to be quiet.\"", "\"Your humble servant is listening, master,\" the demon says.", "\"That accursed Mirlanda!\" the demon servant says with anger. \"Shall we find her remains and revive her, master, so that you can kill her?\""],
}>>
<</widget>>
<<switch visited()>>\
<<case 1>>\
You travel on narrow paths, deeper and deeper into the wild swamp overgrown with reed and twisted trees. It's dark here, even during daytime. You hear strange, creaking noises, and the bubbling of black mud on both sides of the path.
Eventually, you arrive at the ruined tower. Only its topmost floor rises from the swamp; it leans heavily and is covered with black lichen. Through one of the narrow windows in the stone wall you see a glimmer of green light, but when you try to take a better look, it disappears.
The whole place is surrounded by a foreboding aura. Trees in the area are blackened and dead; you remember hearing that the magic duel between Mirlanda and Zarok caused the sinking of the tower and great destruction to its surroundings.
<<default>>\
You travel on narrow paths, deeper and deeper into the wild swamp, which is overgrown with reed and twisted trees.
Eventually, you arrive at the ruined tower.
<</switch>>\
[[Enter the tower|insidewarlockstower]]
[[Return to town|$currentisland]]Jumping from one loose stone to another, you reach the window of the ruined tower and squeeze inside through it.
You're in a small room, its floor a slope thanks to the tower's leaning. There are smashed pieces of furniture and decayed books on the floor. You can see a spiral stairway leading down, but it's completely flooded with black mud.
<<if $demonservantkilled>>\
A tattered black cloak is lying on the floor, a reminder of your fight with the demon. Other than that, there's nothing of interest in the tower.
[[Return to town|$currentisland]]
<<elseif $demonrecruitfail == true>>\
As you enter the tower, two fiery green eyes light up in front of you.
"The intruder is back!" Zarok's demon servant says. "Die!"
<<link [[Fight!|Combat]]>><<set $enemy to setup.demonservant>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "demonservantescaped">><<set $winroom to "demonservantkilled">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.demonservant>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "demonservantkilled">><<set $playermessage to "">><</link>><</if>>\
<<elseif $demonrecruited && $ally.type == "demon">>\
"Home," the demon says as you enter the tower. It sounds a bit... sentimental?
The demon seems happy you visited the tower, but there's nothing of interest in here.
[[Return to town|$currentisland]]
<<elseif $demonrecruited>>\
As you enter the tower, two fiery green eyes light up in front of you.
"Master Zarok! You have returned!", the demon says with reverence. "Shall I accompany you now?"
<<if $ally.name != "none">>\
(If you recruit the demon, your current ally will leave you<<if $ally.type == "beast">> and return to the wild<<else>>. You can rehire them later)<</if>><</if>>
[[Order the demon to follow you|takedemon]]
[[Tell the demon to stay in the tower for now|demonstay]]
<<else>>\
As you look around, you suddenly hear a creaking voice; you can't say if it belongs to a man or a woman, or even to a human being at all.
"Master Zarok? Is that you? I've been waiting. Your faithful demon is waiting."
Two green points light up in the darkness of the room. You see a tall, misshapen figure in a hooded cloak. The creature carefully examines you with its fiery eyes.
"You don't look like my master," it says.
[[Tell the demon you're not its master|notwarlock]]
[[Tell the demon you're its master, Zarok|yeswarlock]]
<</if>>\<<set $demonrecruitfail to true>>\
You tell the creature you're not its evil master.
"Then I must kill you," the demon says, surprisingly calmly. "All intruders who enter my master's tower must perish!"
The demon servant draws a long sword and attacks you!
<<link [[Fight!|Combat]]>><<set $enemy to setup.demonservant>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "demonservantescaped">><<set $winroom to "demonservantkilled">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.giantrat>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "demonservantkilled">><<set $playermessage to "">><</link>><</if>>\You tell the demon you're his master, Zarok the warlock, who returned to demand its services once again. You add that the demon shouldn't trust its eyes; looks may be deceiving and Zarok may appear in any body he wishes.
The demon backs off a step, as if in fear.
"Of course, master. How foolish of me to think you wouldn't be able to take on a different look."
Then, it grows suspicious again.
"Wait. I don't believe you. You're just pretending to be my master. You want me to reveal his secrets to you! I won't allow this!"
<<if $magic == 2>>\
[[(Magic 2) Convince the demon you're Zarok with a display of powerful magic|demonmagic]]
<<else>>\
<span class = "red">(Magic 2)</span> Convince the demon you're Zarok with a display of powerful magic
<</if>>\
<<if $charisma == 2>>\
[[(Charisma 2) Talk the demon into believing you're Zarok|demoncharisma]]
<<else>>\
<span class = "red">(Charisma 2)</span> Talk the demon into believing you're Zarok
<</if>>\
<<if $renown >= 7>>\
[[(Renown 7) Order the demon to obey you|demonrenown]]
<<else>>\
<span class = "red">(Renown 7)</span> Order the demon to obey you
<</if>>\
[[Tell the demon you're not really Zarok|notwarlock]]
<<set $demonservantkilled to true>><<set $demonsswordowned += 1>><<set $renown += 1>><<set $greatdeeds.push(setup.defeatdemonservant)>><<set $greatdeedsrewards.push(setup.defeatdemonservant)>>\
The demon's body disappears right in front of your eyes. All that remains of Zarok's servant is a tattered black cape and a sword.
You pick up the sword. It's a masterfully crafted blade, covered with red runic writing.
<span class = "gold">Demon's Sword received!</span>
With the demon dead, the dark aura surrounding the ruins has already started growing weaker.
You return to town, bearing good news of the demon's demise. People praise you for freeing them from the remnants of ancient evil.
<span class = "gold">Your renown goes up by 1!</span>
[[Continue|$currentisland]]
You escape through the window and run away from Zarok's tower. The demon is not chasing after you; it remained in its master's ruined abode.
You're deep in the swamps of Grimrot Island, near the ruined tower.
[[Enter the tower|insidewarlockstower]]
[[Return to town|$currentisland]]
You unleash a wave of magic energy. Fire dances around the room, lighting it up with red and white flashes. Sparks surround you and the smell of storm fills the air.
The demon drops to one knee in front of you.
"Forgive me, master, for not believing you. Your power reveals who you truly are. My master, returned to the world of living! I knew even that Sorceress, may her soul be forever tormented in the abyss, couldn't truly kill you. I'm elated at your return and ready to serve. Soon, all mortals will tremble at the sound of Zarok's name!"
[[Continue|recruitdemon]]You start berating the demon for failing to recognise its true master. You describe every torture you will inflict upon your treacherous servant, with rage so convincing the creature is taken aback.
The demon listens, then drops to one knee.
"Forgive me, master, for not believing you. You sound exactly like in the old days. You must be my master, returned to the world of living! I knew even that Sorceress, may her soul be forever tormented in the abyss, couldn't truly kill you. I'm elated at your return and ready to serve. Soon, all mortals will tremble at the sound of Zarok's name!"
[[Continue|recruitdemon]]You tell the demon you didn't spend so many years building up your reputation under an assumed name of $playername just to be let down by an unfaithful and foolish servant, and order it to obey you without any further questions.
The demon listens attentively, and finally drops to one knee.
"Forgive me, master, for not believing you. Even in this secluded tower, I've heard rumours of someone named $playername, rising to great power and importance in the Archipelago. I should have realised this could only be you, my clever master, returned to the world of living and carrying out a new plan! I knew even that Sorceress, may her soul be forever tormented in the abyss, couldn't truly kill you. I'm elated at your return and ready to serve. Soon, all mortals will tremble at the sound of Zarok's name!"
[[Continue|recruitdemon]]<<set $demonrecruited to true>>\
You tell the demon that for now, you'd like to keep your assumed name, $playername, and not reveal to the world who you truly are, as your great plans are still far from completion.
"Of course, master Zarok. I hear and I obey," the demon replies.
You order the creature to never call you "Zarok" in public, and to only attack when it's told to. You feel like you found a powerful ally, but you must control it closely.
The demon obeys your orders without a word of objection. It is truly convinced you are the ancient warlock.
"Shall I accompany you now, master?" the demon asks.
<<if $ally.name != "none">>\
(If you recruit the demon, your current ally will leave you<<if $ally.type == "beast">> and return to the wild)<<else>>. You can rehire them later)<</if>><</if>>
[[Order the demon to follow you|takedemon]]
[[Tell the demon to stay in the tower for now|demonstay]]"As you wish, master," the demon says and bows its head. "I shall keep watch over the tower and await your return."
[[Return to town|$currentisland]]
<<silently>><<unhire>><<set $ally to setup.demonservantally>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
"I shall follow you and serve you, master," the demon says.
<span class = "gold">The demon servant is now your ally!</span>
[[Return to town|$currentisland]]
<<widget "createsmallpassages">>
<<set $dungeon1smallpassage to random(1,6)>>
<<set $dungeon1smallpassagereward to random(1,3)>>
<<set $dungeon3smallpassage to random(1,5)>>
<<set $dungeon3smallpassagereward to random(1,4)>>
<<set $dungeon6smallpassage to random(1,3)>>
<<set $mine2smallpassage to random(1,4)>>
<<set $mine4smallpassagereward to random(1,3)>>
<<set $mine4smallpassage to random(1,5)>>
<<set $mine4smallpassagereward to random(1,3)>>
<</widget>><<set $dungeon1smallpassagecleared to true>><<set $playermp -= 10>><<if $dungeon1smallpassagereward == 1>><<set $bottledthunder += 1>><<elseif $dungeon1smallpassagereward == 2>><<set $potionultimatehealth += 1>><<else>><<set $potionultimatemagic += 1>><</if>>
You cast the spell and immediately start shrinking in size. Soon, you're small enough to get through the passage.
You follow the passage to a small room with its only normal-sized exit blocked by rubble. In the room, you discover <span class = "gold"><<if $dungeon1smallpassagereward == 1>>a vial of Bottled Thunder<<elseif $dungeon1smallpassagereward == 2>>a grand health potion<<else>>a grand magic potion<</if>>!</span>
You take your find and hurry back through the passage. Soon after you get out, you grow back to your normal size.
[[Continue|$return]]<<set $dungeon1smallpassagecleared to true>><<if $dungeon1smallpassagereward == 1>><<set $bottledthunder += 1>><<elseif $dungeon1smallpassagereward == 2>><<set $potionultimatehealth += 1>><<else>><<set $potionultimatemagic += 1>><</if>>
The monkey calls out in excitement when you show it the passage. It jumps into the small opening in the wall and soon disappears from sight.
After a while it returns, looking very proud of itself and carrying a small objects in its front paws. It gives you the object and jumps cheerfully when you praise it.
<span class = "gold">You received <<if $dungeon1smallpassagereward == 1>>a vial of Bottled Thunder<<elseif $dungeon1smallpassagereward == 2>>a grand health potion<<else>>a grand magic potion<</if>>!</span>
[[Continue|$return]]A spell which lets you shrink down in size for a short time.
The transformation takes too long for the spell to be useful in
combat in any way, but it's perfect for exploring small passages.
Can only be cast when you found a small passage. Cost: 10 MP
<a class="link-internal ui-close">Close</a>A tiny, cheerful monkey you befriended in Monkey City
on Simian Island. It can enter small passages for you.
The monkey isn't an item and cannot be sold, even though
it appears in your inventory. You're stuck with the little
rascal for good!
<a class="link-internal ui-close">Close</a><<set $dungeon6smallpassagecleared to true>><<set $playermp -= 10>><<set $dragonpearl += 1>>\
You cast the spell and immediately start shrinking in size. Soon, you're small enough to get through the passage.
You follow the passage to a small room with its only normal-sized exit blocked by rubble. In the room, you discover a shiny <span class = "gold">dragon pearl!</span>
You take your find and hurry back through the passage. Soon after you get out, you grow back to your normal size.
[[Continue|$return]]<<set $dungeon6smallpassagecleared to true>><<set $dragonpearl += 1>>\
The monkey calls out in excitement when you show it the passage. It jumps into the small opening in the wall and soon disappears from sight.
After a while it returns, looking very proud of itself and carrying a small objects in its front paws. It gives you the object and jumps cheerfully when you praise it.
<span class = "gold">You received a dragon pearl!</span>
[[Continue|$return]]<<set $dungeon3smallpassagecleared to true>><<set $playermp -= 10>><<if $dungeon3smallpassagereward == 1>><<set $diamond += 1>><<elseif $dungeon3smallpassagereward == 2>><<set $ruby += 1>><<elseif $dungeon3smallpassagereward == 3>><<set $emerald += 1>><<else>><<set $sapphire += 1>><</if>>
You cast the spell and immediately start shrinking in size. Soon, you're small enough to get through the passage.
You follow the passage to a small room with its only normal-sized exit blocked by rubble. In the room, you discover <span class = "gold"><<if $dungeon3smallpassagereward == 1>>a diamond<<elseif $dungeon3smallpassagereward == 2>>a ruby<<elseif $dungeon3smallpassagereward == 3>>an emerald<<else>>a sapphire<</if>>!</span>
You take your find and hurry back through the passage. Soon after you get out, you grow back to your normal size.
[[Continue|$return]]<<set $dungeon3smallpassagecleared to true>><<if $dungeon3smallpassagereward == 1>><<set $diamond += 1>><<elseif $dungeon3smallpassagereward == 2>><<set $ruby += 1>><<elseif $dungeon3smallpassagereward == 3>><<set $emerald += 1>><<else>><<set $sapphire += 1>><</if>>
The monkey calls out in excitement when you show it the passage. It jumps into the small opening in the wall and soon disappears from sight.
After a while it returns, looking very proud of itself and carrying a small objects in its front paws. It gives you the object and jumps cheerfully when you praise it.
<span class = "gold">You received <<if $dungeon3smallpassagereward == 1>>a diamond<<elseif $dungeon3smallpassagereward == 2>>a ruby<<elseif $dungeon3smallpassagereward == 3>>an emerald<<else>>a sapphire<</if>>!</span>
[[Continue|$return]]An old parchment scroll containing a spell which lets you
shrink down in size for a short time.
<<if $shrink>>\
You already know the spell.
<<elseif $magic >= 1>>\
You can learn the spell from your Inventory.
<<else>>\
You need the Magic skill to learn the spell from the scroll.
<</if>>
<a class="link-internal ui-close">Close</a><<set $shrink to true>>\
You carefully study the scroll and learn the Shrink spell!
[[Back|InventoryMisc]]<<set $mine4smallpassagecleared to true>><<set $playermp -= 10>><<if $mine4smallpassagereward == 1>><<set $physicalshieldpotion += 1>><<elseif $mine4smallpassagereward == 2>><<set $magicshieldpotion += 1>><<else>><<set $levitationpotion += 1>><</if>>
You cast the spell and immediately start shrinking in size. Soon, you're small enough to get through the passage.
You follow the passage to a small chamber with its only normal-sized exit blocked by a cave-in. In the chamber, you discover <span class = "gold"><<if $mine4smallpassagereward == 1>>a physical shield potion<<elseif $mine4smallpassagereward == 2>>a magic shield potion<<else>>a levitation potion<</if>></span>!
You take your find and hurry back through the passage. Soon after you get out, you grow back to your normal size.
[[Continue|$return]]<<set $mine4smallpassagecleared to true>><<if $mine4smallpassagereward == 1>><<set $physicalshieldpotion += 1>><<elseif $mine4smallpassagereward == 2>><<set $magicshieldpotion += 1>><<else>><<set $levitationpotion += 1>><</if>>
The monkey calls out in excitement when you show it the passage. It jumps into the small opening in the wall and soon disappears from sight.
After a while it returns, looking very proud of itself and carrying a small objects in its front paws. It gives you the object and jumps cheerfully when you praise it.
<span class = "gold">You received <<if $mine4smallpassagereward == 1>>a physical shield potion<<elseif $mine4smallpassagereward == 2>>a magic shield potion<<else>>a levitation potion<</if>>!</span>
[[Continue|$return]]<<set $mine2smallpassagecleared to true>><<set $playermp -= 10>><<if $mine2smallpassagereward == 1>><<set $crimsonring += 1>><<elseif $mine2smallpassagereward == 2>><<set $azurering += 1>><<else>><<set $purifyingring += 1>><</if>>
You cast the spell and immediately start shrinking in size. Soon, you're small enough to get through the passage.
You follow the passage to a small chamber with its only normal-sized exit blocked by a cave-in. In the chamber, you discover <span class = "gold"><<if $mine2smallpassagereward == 1>>a Crimson Ring<<elseif $mine2smallpassagereward == 2>>an Azure Ring<<else>>a Purifying Ring<</if>>!</span>
You take your find and hurry back through the passage. Soon after you get out, you grow back to your normal size.
[[Continue|$return]]<<set $mine2smallpassagecleared to true>><<if $mine2smallpassagereward == 1>><<set $crimsonring += 1>><<elseif $mine2smallpassagereward == 2>><<set $azurering += 1>><<else>><<set $purifyingring += 1>><</if>>
The monkey calls out in excitement when you show it the passage. It jumps into the small opening in the wall and soon disappears from sight.
After a while it returns, looking very proud of itself and carrying a small objects in its front paws. It gives you the object and jumps cheerfully when you praise it.
<span class = "gold">You received <<if $mine2smallpassagereward == 1>>a Crimson Ring<<elseif $mine2smallpassagereward == 2>>an Azure Ring<<else>>a Purifying Ring<</if>>!</span>
[[Continue|$return]]<<run $exploreunique.delete("tinywoman")>><<set _options to 0>>\
You set off and spend some time exploring the wilderness of $currentislandname.
<<randomroad>> when you notice some small animal running towards you. It seems to have run out of a nearby ruined building.
As the animal approaches, you take a better look at it and rub your eyes in disbelief: it's not an animal, but a tiny woman, less than half a metre tall! She's wearing leather armour and carrying a length of tiny rope and a sheathed dagger the size of a toothpick.
The diminutive woman waves at you and screams in a high-pitched voice:
"Hey! You! Can you help me? I messed up with my shrinking spell and got stuck in this form. I should grow back to my normal size if I cast the spell again, backwards, but I'm out of magic energy. Can you spare me a magic potion? Any will do!"
<<if $potionsmallmagic > 0>><<set _options += 1>>\
<<link [[Give the woman a small magic potion|helptinywoman]]>><<set $potionsmallmagic -= 1>><<set $gave to "small magic potion">><<set $shrinkscroll += 1>><</link>>
<</if>>\
<<if $potionmediummagic > 0>><<set _options += 1>>\
<<link [[Give the woman a magic potion|helptinywoman]]>><<set $potionmediummagic -= 1>><<set $gave to "magic potion">><<set $shrinkscroll += 1>><</link>>
<</if>>\
<<if $potionbigmagic > 0>><<set _options += 1>>\
<<link [[Give the woman a potent magic potion|helptinywoman]]>><<set $potionbigmagic -= 1>><<set $gave to "potent magic potion">><<set $shrinkscroll += 1>><</link>>
<</if>>\
<<if $potionultimatemagic > 0>><<set _options += 1>>\
<<link [[Give the woman a grand magic potion|helptinywoman]]>><<set $potionultimatemagic -= 1>><<set $gave to "grand magic potion">><<set $shrinkscroll += 1>><</link>>
<</if>>\
<<if $witchsbrew > 0>><<set _options += 1>>\
<<link [[Give the woman Witch's Brew|helptinywoman]]>><<set $witchsbrew -= 1>><<set $gave to "Witch's Brew">><<set $shrinkscroll += 1>><</link>>
<</if>>\
<<if $vanguardwine > 0>><<set _options += 1>>\
<<link [[Give the woman Vanguard Wine|helptinywoman]]>><<set $vanguardwine -= 1>><<set $gave to "Vanguard Wine">><<set $shrinkscroll += 1>><</link>>
<</if>>\
<<if _options == 0>>\
Unfortunately, you don't have any magic potions to share with the woman.
<</if>>\
[[Return to town|$currentisland]]<<if $gave == "Vanguard Wine">>You give the winy woman a bottle of Vanguard Wine. She seems doubtful, but takes a sip.
"Hey, this actually works!" she exclaims. "My energy's returning! And the taste's good, too."
<<else>>\
You give the tiny woman a vial which she empties, holding it in two hands like a giant mug.
"Great, I can feel my energy return!" she exclaims.
<</if>>\
<span class = "gold">You lost 1 $gave!</span>
The woman starts reciting some complicated formula, carefully pronouncing strange words. After a while, her body begins to expand. In a few moments, she grows to the size of a normal human.
"Thanks. You really saved me, mate!" she says. "I'm an explorer and relic hunter. I found this spell on a scroll in an ancient temple, a long time ago. It's really useful for getting through tight spaces in caves and ruins. The effect usually goes away on its own after a while, but this time I sneezed while reciting the formula, and it must have messed up the spell. Glad I found you before some wild animal found me! Hey, I know. I'll give you the scroll. I've already memorised the spell. Go, have some fun with it, but don't sneeze!"
The treasure hunter gives you a tattered scroll of parchment.
<span class = "gold">You received the Shrink Scroll!</span>
"Stay safe, mate!" the treasure hunter says and walks away.
<<link [[Return to town|$currentisland]]>><<unset $gave>><</link>>The Vanguard Island vineyards are located on the sunny slopes of an extinct volcano. You meet with the winemakers, who offer to sell you some of their produce.
"We have some fine wine that will refresh you and lift your spirits," they say.<<if not $rarewinebought>> "We also have the last bottle of our rarest and finest vintage. That one is really special!<</if>>
<<if not $rarewinebought>>\
<div class="row">\
<div class="column left">\
<span class = "examine"><<link "Rare vintage wine">><<script>>
Dialog.setup("Rare vintage wine");
Dialog.wiki(Story.get("rarevintagewine").processText());
Dialog.open();
<</script>>
<</link>></span> (owned: $rarevintagewine)
</div>\
<div class="column middle">\
<<if $silver >= $collectoritembuyprice>>\
<<link [["Buy for " + $collectoritembuyprice + " silver"|vineyards]]>><<set $rarevintagewine += 1>><<set $silver -= $collectoritembuyprice>><<set $rarewinebought to true>><</link>>
<<else>>\
<span class = "red">Buy for <<print $collectoritembuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<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> (owned: $vanguardwine)
</div>\
<div class="column middle">\
<<if $silver >= $vanguardwinebuyprice>>\
<<link [["Buy for " + $vanguardwinebuyprice + " silver"|vineyards]]>><<set $vanguardwine += 1>><<set $silver -= $vanguardwinebuyprice>><</link>>
<<else>>\
<span class = "red">Buy for <<print $vanguardwinebuyprice>> silver</span>
<</if>>\
</div>\
</div>\
[[Back|$currentisland]]Premium wine from Vanguard Island.
Refreshes both the body and the soul.
Restores 25 HP and 25 MP.
<a class="link-internal ui-close">Close</a>A bottle of very rare wine from Vanguard
Island. Too expensive to actually drink.
<a class="link-internal ui-close">Close</a><i>The runes on its blade glow brighter when it's
wielded by a powerful magic user.</i>
A legendary melee weapon. Deals 5-6 points of damage.
When checking if the attack has hit, the character's
Magic is added to the roll instead of Combat. The
character's Spellpower is added to all damage dealt
with Runic Knife instead of Brawn.
<a class="link-internal ui-close">Close</a><<set $librarysmallpassagecleared to true>><<set $playermp -= 10>><<set $runicknifeowned += 1>>\
You cast the spell and shrink in size enough to barely fit through the passage.
The passage leads to a secret compartment in the brick wall, in which you find a strange knife. You take the knife – you have to drag it with both hands – and return to the library.
<span class = "gold">Runic Knife received!</span>
Soon after you get out of the passage, you grow back to your normal size.
[[Continue|$return]]<<set $librarysmallpassagecleared to true>><<set $runicknifeowned += 1>>\
The monkey calls out in excitement when you show it the passage. It jumps into the small opening in the wall and soon disappears from sight.
After a while it returns, looking very proud of itself and carrying a strange knife in its front paws. You take the knife and pet the monkey, which dances a little dance.
<span class = "gold">Runic Knife received!</span>
[[Continue|$return]]<<if $tamerquest == 0>>\
The Beast Tamer is sitting on a bench in the corner of the Hall.
"I wish I had a monster to train, like in the old days," he says sadly. "But those legs, those damn legs... Won't carry me through field and forest any more."
<<if $survival >= 1>>\
[[(Survival) Tell the Beast Tamer you could bring him wild creatures|tamerquests]]
<<else>>\
<span class = "red">(Survival)</span> Tell the Beast Tamer you could bring him wild creatures
<</if>>\
[[Back|huntersguild]]
<<elseif $tamerquest == 1>>\
Your arrival seems to have invigorated the old Beast Tamer.
"Have you found it? Do you have a flicker beetle for me?" he asks.
<<if $ally.nameshort == "flicker beetle">>\
<<link [[Hand over the flicker beetle|tamerrewards]]>><<set $ally to $allynone>><<set $allycharges to 0>><<set $silver += 100>><</link>>
<</if>>\
[[Tell the Tamer you're still looking|tamerbye]]
<<elseif $tamerquest == 2>>\
Your arrival seems to have invigorated the old Beast Tamer.
"Have you found it? Do you have a dark wolf for me?" he asks.
<<if $ally.nameshort == "dark wolf">>\
<<link [[Hand over the dark wolf|tamerrewards]]>><<set $ally to $allynone>><<set $allycharges to 0>><<set $silver += 300>><</link>>
<</if>>\
[[Tell the Tamer you're still looking|tamerbye]]
<<elseif $tamerquest == 3>>\
Your arrival seems to have invigorated the old Beast Tamer.
"Have you found it? Do you have a phantom spider for me?" he asks.
<<if $ally.nameshort == "phantom spider">>\
<<link [[Hand over the phantom spider|tamerrewards]]>><<set $ally to $allynone>><<set $allycharges to 0>><<set $amuletofthewilds += 1>><</link>>
<</if>>\
[[Tell the Tamer you're still looking|tamerbye]]
<<else>>\
<<if $ally.type == "beast">>\
The Beast Tamer smiles and waves at you.
"$playername! Good to see you again. <<tamercomment>>
<<else>>\
The Beast Tamer is trying to teach his flicker beetle, dark wolf and phantom spider some team combat techniques. The three beasts seem to be getting together really well, and the old man is smiling with true joy.
"Sorry, I can't talk to you now, $playername!" he says. "I'm quite busy with my friends. They're amazing, aren't they? Just look at these moves!"
<</if>>
[[Continue|huntersguild]]
<</if>><<set $tamermet to true>><<set $tamerquest to 0>>\
"Hallo!" the old man says. You notice he's very thin, and his knees shake, even though he's sitting on a bench. "I think we haven't met before. I'm the Beast Tamer... or so they used to call me in the old days. You know, I killed my fair share of dangerous beasts, but not all creatures are bloodthirsty. I had some four-legged friends in the good old days. Hell, even six-legged!"
He laughs, but then sighs wistfully.
"They helped me on some really dangerous hunts, but now they're all gone, and I'm too old and weak to head into the wild. Damn legs, don't want to carry this old fool around any more. I wish I had a monster companion now. I could still train a beast; I haven't forgotten everything. It's only those damn legs..."
<<if $survival >= 1>>\
[[(Survival) Tell the Beast Tamer you could bring him wild creatures|tamerquests]]
<<else>>\
<span class = "red">(Survival)</span> Tell the Beast Tamer you could bring him wild creatures
<</if>>\
[[Back|huntersguild]] <<if $tamerquest == 0>>\
<<set $tamerquest to 1>>\
"Could you?" the old man asks with sudden animation. "I'll be damned, I think you could! You've got that look in your eyes. You know how to speak to beasts, eh? Just like me, just like me..."
He scratches the stubble on his chin.
"It'll do me mighty good, training some creatures. But let's start out easy, cause I might have gotten a little rusty. Bring me a flicker beetle, will you? I had one a long time ago. Her name was Sparks. She wasn't too bright... well, brain-wise, cause her butt lighted up like a torch. But she was faithful and always tried her best. Yes, I'd like a Sparks Two. Oh, and before you go – what's your name? $playername? Good to know. I may name some beastie after you if you really help me."
A new quest was added to your journal!
[[Continue|huntersguild]]
<<elseif $tamerquest == 1>>\
<<set $tamerquest to 2>>\
"I still need to train Sparks, but I'm planning ahead. I'm not as rusty as I was afraid, so it's time for a bigger challenge. Bring me a dark wolf, $playername. I remember Stripes, my old wolf friend. We went to so many hunts together! I hope to train my new wolf and maybe – just maybe – I'll give it to some deserving young hunter. Who isn't a complete idiot."
A new quest was added to your journal!
[[Continue|huntersguild]]
<<else>>\
<<set $tamerquest to 3>>\
"I have one final thing to ask of you, $playername," the Beast Tamer says. "I'd like to train a phantom spider. Never caught one myself, to be honest, but I fought one. Those beasts are tough and cunning, and can bite through anything – wood, brick, armour. A combat phantom spider would be something else! I think I'll be able to train one better now that I'm older and less hot-headed. This will be my final test!"
A new quest was added to your journal!
[[Continue|huntersguild]]
<</if>><<if $tamerquest == 1>>\
The old man's eyes light up as you show him the flicker beetle.
"I'll be damned, she looks just like Sparks!" he exclaims. He reaches with his withered hand and gently strokes the giant bug's carapace. The beetle doesn't seem to mind it; in fact, it looks rather pleased.
Some hunters come closer and ask about the creature.
"She's mine!" the Tamer says angrily. "It's a TAME monster I'm going to train. Don't you even think of hurting her!"
He then turns towards you and smiles.
"Thanks, $playername. It means a world to me! I'll take good care of little Sparks here. Take this. I want to pay you something, but I don't have much."
You received 100 pieces of silver!
"Now, before you go, there's something I wanted to ask of you."
[[Continue|tamerquests]]
<<elseif $tamerquest == 2>>\
The Beast Tamer laughs and stands up as you bring in the dark wolf. He makes a few shaky steps forward, then has to support himself on the giant animal. He pats the wolf on the head and the beast licks his hand.
"He already likes me," the old man says. "Here, here! Good boy! You'll make a fine hunting partner for some lucky bastard!"
He sits back on his bench and the wolf lies down on the floor next to him, perfectly comfortable.
"Thank you, $playername. You returned my dreams – my friends – to me. This fellow doesn't look much like Stripes, but his heart is just as wild, brave and kind! Here, take this. You earned it."
<span class = "gold">You received 300 pieces of silver!</span>
"Now, before you go, there's something I wanted to ask of you."
[[Continue|tamerquests]]
<<else>><<set $tamerquest to 4>>\
There's a general commotion as you bring in the phantom spider. The monster phases into existence in the middle of the table; hunters jump to their feet and draw their weapons.
"Stop! Stop! This is my new friend!" the Beast Tamer shouts. He runs towards the spider, followed by his beetle and his wolf. "Sparks, herd her this way. Growl, don't let her escape! Now, girl, don't be afraid, I won't let these people hurt you!"
The Tamer, helped by his animals, leads the spider towards the corner of the hall. The eight-legged monster soon calms down and starts examining the room with its numerous eyes.
"Have you seen that speed? That grace?" the Beast Tamer exclaims. "Just you wait, when I'm done training her, she'll be unstoppable. She'll help you guild fellows on your hunts, right, old girl?"
He pats the giant spider, which clicks its jaws.
The Tamer is beaming; he seems ten years younger than when you first met him. He's standing upright, his knees no longer shaking.
"It's all thanks to you, $playername. I don't know if I can repay you, but I'll try. Take this, and may it help you on your journeys. I hope you'll find many monster friends! I, for now, have enough on my head with Sparks, Growl and Legs, but you'll see, training them will be worth it!"
He takes an amulet made of fangs and feathers off his neck and gives it to you.
<span class = "gold">You received Amulet of the Wilds!</span>
[[Continue|huntersguild]]
<</if>>The old man looks gravely disappointed.
"Oh, I understand," he says and sighs. "Catching beasts isn't easy... Well, good luck. You can do it if you have the patience."
[[Continue|huntersguild]]<<widget "tamercomment">>\
<<if $ally.nameshort == "giant rat">>I see you've brought a giant rat with you. Those creatures are much smarter than most people think. Still, I never really liked them."
<<elseif $ally.nameshort == "flicker beetle">>Hey, you tamed another flicker beetle! Looks just like Sparks. Well, honestly, all flicker beetles look the same."
<<elseif $ally.nameshort == "dark wolf">>So, you tamed another dark wolf! He and Growl could train together sometime!"
<<elseif $ally.nameshort == "grave scorpion">>You tamed a grave scorpion? I'm impressed! Those bloodsuckers have terrible personalities."
<<elseif $ally.nameshort == "blood boar">>That hog you brought looks mighty strong. I hunted my share of blood boars, but only ever managed to befriend one."
<<elseif $ally.nameshort == "razorbeak">>That razorbeak outside is yours? Looks damn fast. Good job catching up and taming it."
<<elseif $ally.nameshort == "phantom spider">>I see you've tamed another phantom spider. You're really good with them eight-legged killers."
<<elseif $ally.nameshort == "giant serpent">>You tamed a giant serpent? I'm impressed. I never could communicate with scaly beasts that well."
<<elseif $ally.nameshort == "rock crab">>Hey, you tamed a giant piece of rock! Great job! Just kidding. I know these crabs. Nasty, sneaky and stubborn. Nice job getting one."
<<elseif $ally.nameshort == "snow lion">>Is that big cat outside yours? It's truly magnificent!"
<<elseif $ally.nameshort == "giant eagle">>Is that giant eagle outside yours? It looks so proud and mighty!"
<<elseif $ally.nameshort == "stone eel">>So, you tamed a stone eel. Nice job, getting through that thick skin!"
<<elseif $ally.nameshort == "feathered serpent">>Did you really tame a feathered serpent? It's really beautiful!"
<<elseif $ally.nameshort == "griffin">>Is that griffin outside yours? It's been ages since anyone tamed a wild griffin. I'm most impressed."
<<elseif $ally.nameshort == "fire serpent">>Is that big fiery snake outside yours? Don't let her burn down our Guild Hall, you hear me?"
<<elseif $ally.nameshort == "wyvern">>So, you tamed a wyvern. The meanest, most murderous beastie there is. I'm truly amazed. You're a great tamer, $playername."
<<else>><</if>>\
<</widget>><<set _ruin to random(1,6)>><<set _ruin += Math.floor($fortune/2)>>\
You set off to explore the wilderness of $currentislandname.
<<randomplace>> you discover a ruined stone building. It seems like it has been abandoned for years – there are no doors or windows, and parts of the walls are crumbling.
<<if _ruin == 1>>\
[[Enter the ruined building|ruintrap]]
<<elseif _ruin == 2>>\
[[Enter the ruined building|ruinenemy]]
<<elseif _ruin == 3>>\
[[Enter the ruined building|ruinswitch]]
<<elseif _ruin == 4>>\
[[Enter the ruined building|ruininscription]]
<<elseif _ruin == 5>>\
[[Enter the ruined building|ruinsmallpassage]]
<<else>>\
[[Enter the ruined building|ruintreasure]]
<</if>>\
[[Return to town|$currentisland]]<<set _treasure to random(1,3)>><<if _treasure == 1>><<set $silver += 300>><<elseif _treasure == 2>><<set $bottledexplosion += 1>><<else>><<set $potionmediumhealth += 1>><<set $potionmediummagic += 1>><</if>>\
The abandoned building is empty, but when you search through the rooms, you discover a small box in one of the dusty corners. Inside the box you find <span class = "gold"><<if _treasure == 1>>300 pieces of silver<<elseif _treasure == 2>>a vial of Bottled Explosion<<else>>a health potion and a magic potion<</if>>!</span>
[[Continue|$currentisland]]You enter the abandoned building and search through the rooms.
In one of the back rooms, you discover a rusty suit of armour displayed against the wall. When you come closer, it starts moving and attacks!
You're being attacked by an armour golem!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.armourgolem>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to $currentisland>><<set $winroom to "ruinenemy2">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.armourgolem>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "ruinenemy2">><<set $playermessage to "">><</link>><</if>>\<<set _spotroll to random(1,10)>><<set _spotroll += $survival>>\
<<if _spotroll >= 6>><<silently>><<set $exp += 60>><<set $exptotal += 60>><<cleardungeonroom>><</silently>>The abandoned building is empty. You search through dusty rooms, but find nothing of interest. As you enter the room in the back of the building, a large rock falls from the ceiling. You manage to jump back just in time!
<span class = "gold">You gained 80 EXP!</span>
<<else>>\
<<set $playerhp -= 20>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>The abandoned building is empty. You search through dusty rooms, but find nothing of interest. As you enter the room in the back of the building, a large rock falls from the ceiling. You fail to jump back in time and get hit!
<span class = "gold">You lost 20 HP!</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the falling rock.
[[Continue|gameover]]
<<else>>You are bruised, but luckily, survived.
<</if>>\
<</if>>\
<<if not $playerdead>>
[[Continue|ruintrap2]]
<</if>><<set _spot to random(1,10)>><<set _spot += $survival>>\
<<if _spot < 6>>\
The abandoned building is empty. You search through dusty rooms, but find nothing of interest.
[[Continue|$currentisland]]
<<else>><<set _treasure to random(1,3)>><<if _treasure == 1>><<set $longbowowned += 1>><<elseif _treasure == 2>><<set $luxuryitems += 1>><<else>><<set $silver += 400>><</if>>\
The abandoned building looks completely empty. However, as you search through dusty rooms, you spot a well-hidden switch. Activating it opens a secret wall compartment, in which you find <span class = "gold"><<if _treasure == 1>>a longbow<<elseif _treasure == 2>><<print setup.luxury.random()>> (a luxury item)<<else>>a bag with 400 pieces of silver<</if>>!</span>
[[Continue|$currentisland]]
<</if>>\The abandoned building is completely empty. However, as you search through the empty rooms, you discover a suspicious-looking part of wall, covered with runic inscriptions.
<<if $magic >= 1>>\
[[(Magic) Read the runes out loud|ruininscription2]]
<<else>>\
<span class = "red">(Magic)</span> Read the runes out loud
<</if>>\
[[Return to town|$currentisland]]The abandoned building is empty, its walls crumbling and its dark rooms full of dust.
In one of the back rooms, you discover a tiny passage in the wall. You can't see its end. Only something very small could fit in the passage.
<<if $monkey > 0>>\
[[Send your pet monkey to explore the passage|ruinmonkey]]
<</if>>\
<<if $shrink == true && $playermp >= 10>>\
[[Cast the Shrink spell to fit in the passage (10 MP)|ruinshrink]]
<<elseif $shrink>>\
Cast the Shrink spell to fit in the passage <span class = "red">(10 MP)</span>
<</if>>\
[[Return to town|$currentisland]]<<set _treasure to random(1,3)>><<if _treasure == 1>><<set $greatswordowned += 1>><<elseif _treasure == 2>><<set $crossbowowned += 1>><<else>><<set $mailarmour += 1>><</if>>\
In the last room you discover a dusty old chest. Inside you find <span class = "gold"><<if _treasure == 1>>a greatsword<<elseif _treasure == 2>>a crossbow<<else>>a suit of mail armour<</if>>!</span>
[[Continue|$currentisland]]<<set _treasure to random(1,5)>><<if _treasure == 1>><<set $wyvernteeth += 1>><<elseif _treasure == 2>><<set $soulshard +=1>><<else>><<set $craftingmaterials += 1>><</if>>\
Having defeated the golem, you notice a chest it was guarding. Inside the chest you find <span class = "gold"><<if _treasure == 1>>a set of wyvern's teeth<<elseif _treasure == 2>>a soul shard<<else>><<print setup.crafting.random()>> (crafting materials)<</if>>!</span>
[[Continue|$currentisland]]<<set _treasure to random(1,5)>><<if _treasure == 1>><<set $sorcerersamulet += 1>><<elseif _treasure == 2>><<set $potionultimatemagic += 1>><<else>><<set $potionbigmagic == 1>><</if>>\
As you read the inscription, the runes start glowing faintly. Then, the wall segment opens, revealing a hidden compartment!
Inside you find <span class = "gold"><<if _treasure == 1>>a Sorcerer's Amulet<<elseif _treasure == 2>>a grand magic potion<<else>>a potent magic potion<</if>>!</span>
[[Continue|$currentisland]]<<set _treasure to random(1,5)>><<if _treasure == 1>><<set $potionultimatehealth += 1>><<elseif _treasure == 2>><<set
$potionultimatemagic += 1>><<elseif _treasure == 3>><<set $trollscharm += 1>><<else>><<set $witchsbrew += 1>><</if>>\
The monkey calls out in excitement when you show it the passage. It jumps into the small opening in the wall and soon disappears from sight.
After a while it returns, looking very proud of itself and carrying a small objects in its front paws. It gives you the object and jumps cheerfully when you praise it.
<span class = "gold">You received <<if _treasure == 1>>a grand health potion<<elseif _treasure == 2>>a grand magic potion<<elseif _treasure == 3>>a Troll's Charm<<else>>a vial of Witch's Brew<</if>>!</span>
[[Continue|$currentisland]]<<set $playermp -= 10>><<set _treasure to random(1,5)>><<if _treasure == 1>><<set $potionultimatehealth += 1>><<elseif _treasure == 2>><<set
$potionultimatemagic += 1>><<elseif _treasure == 3>><<set $trollscharm += 1>><<else>><<set $witchsbrew += 1>><</if>>\
You cast the spell and immediately start shrinking in size. Soon, you're small enough to get through the passage.
You follow the passage to a small room with its only normal-sized exit blocked by rubble. In the room you find <span class = "gold"><<if _treasure == 1>>a grand health potion<<elseif _treasure == 2>>a grand magic potion<<elseif _treasure == 3>>a Troll's Charm<<else>>a vial of Witch's Brew<</if>>!</span>
You take your find and hurry back through the passage. Soon after you get out, you grow back to your normal size.
[[Continue|$currentisland]]<<widget "queenskyhunter">>
<<set setup.queenskyhunter to {
type:"legendary",
maxhp:140,
mindamage:6,
maxdamage:18,
minpowerdamage:20,
maxpowerdamage:40,
minpowerdamage2:25,
maxpowerdamage2:35,
damagetype:"lightning",
specialdamagetype:"physical",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:true,
maxhealcharges:1,
healmin:60,
healmax:80,
attackbonus:4,
specialattackbonus:2,
specialattack2bonus:99,
defense:6,
escapediff:5,
dr:5,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:true,
large:true,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:6,
weakenduration:0,
fortifyduration:0,
stunduration:2,
minburndamage:0,
maxburndamage:0,
poisondamage:8,
maxcooldown:7,
mincooldown:5,
maxcooldown2:8,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:true,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:true,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"queen skyhunter",
namecapitalised:"Queen skyhunter",
namefullcaps:"QUEEN SKYHUNTER",
nameundetermined:"a queen skyhunter",
nulldamagemessage:"but queen skyhunter's amorphous body protects it from any damage",
playermissmessage:["you miss"],
deathmessage:"Queen skyhunter wildly thrashes its tentacles as its body falls into pieces.<br>Remains of the dead monster drop from above and float on the water.",
attackallmessages:["Queen skyhunter lashes at you with its electrified tentacle", "Queen skyhunter shoots a bolt of electricity", "Queen skyhunter attacks with a tentacle", "Queen skyhunter flies over you and slashes with tentacles"],
attacknormalmessage:["Queen skyhunter lashes at you with its electrified tentacle", "Queen skyhunter shoots a bolt of electricity", "Queen skyhunter attacks with a tentacle", "Queen skyhunter flies over you and slashes with tentacles"],
attackflyingmessage:["Queen skyhunter lashes at you with its electrified tentacle", "Queen skyhunter shoots a bolt of electricity", "Queen skyhunter attacks with a tentacle"],
cantreachmessage:[],
specialattackmessage:"Queen skyhunter ejects one of the bulbs forming its main body and shoots it at you",
specialattack2message:"Queen skyhunter stabs you with its barbed tentacle and injects you with toxin",
healmessage:"Queen skyhunter regrows damaged body parts",
devourmessage:"",
playerdrainmessage:"the life force of queen skyhunter",
intromessage:["Queen skyhunter floats above your boat, preparing to strike!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>> <div class = "popup">Very rarely, many skyhunters merge together, forming a monstrous cluster of bulbous bodies with four long, barbed tentacles. Like their smaller forms, queen skyhunters can move freely underwater and in the air, and they're even more aggressive. Few sea creatures are more feared by sailors than queen skyhunters; their sheer size lets them sink ships, their tentacles not only deliver electric shocks, but also poison their victims and drain magic energy, and the creatures possess incredible regenerative powers, which make them almost impossible to kill.
Enemy type: legendary
Max. HP: 140
Defence: 6
Magic defence: 6
Damage reduction: 5
<span class = "heading">FLYING:</span> Queen skyhunter can fly.
<span class = "heading">MP DAMAGE:</span> Queen skyhunter's special attacks damage the opponent's MP.
<span class = "heading">LIGHTNING RESISTANCE:</span> Queen skyhunter only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> Queen skyhunter has a 50% chance of resisting stun.
<span class = "heading">POISON IMMUNITY:</span> Queen skyhunter cannot be poisoned.
<span class = "heading">HEAL (unlimited uses):</span> Queen skyhunter can regenerate its HP.
<span class = "heading">STUN:</span> Queen skyhunter's attacks may stun the opponent.
<span class = "heading">POISON:</span> Queen skyhunter's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a>Gelatinous substance extracted from a queen skyhunter.
It has miraculous restorative properties.
Fully restores HP and MP. If used in combat, also cures
weakening and grants the "Fortified" status for 3 turns.
<a class="link-internal ui-close">Close</a><<widget "skyhunter">>
<<set setup.skyhunter to {
type:"mindless",
maxhp:30,
mindamage:2,
maxdamage:10,
minpowerdamage:5,
maxpowerdamage:18,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"lightning",
specialdamagetype:"lightning",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
minpowerdamage2:0,
maxpowerdamage2:0,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:2,
specialattack2bonus:0,
defense:5,
escapediff:5,
dr:2,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:false,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:4,
maxcooldown:6,
mincooldown:3,
maxcooldown2:7,
mincooldown2:4,
evading:true,
evademessage:"The skyhunter submerged to evade the attack!",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the skyhunter",
namecapitalised:"The skyhunter",
namefullcaps:"SKYHUNTER",
nameundetermined:"a skyhunter",
nulldamagemessage:"but the skyhunter's gelatinous body absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The skyhunter's dead body drops down into the water.",
attackallmessages:["The skyhunter slashes with its electrified tentacles", "The skyhunter releases an electric charge", "The skyhunter attacks with its tentacles"],
attacknormalmessage:["The skyhunter slashes with its electrified tentacles", "The skyhunter releases an electric charge", "The skyhunter attacks with its tentacles"],
attackflyingmessage:["The skyhunter slashes with its electrified tentacles", "The skyhunter releases an electric charge", "The skyhunter attacks with its tentacles"],
cantreachmessage:[],
specialattackmessage:"The skyhunter builds up a powerful charge, then releases it",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the skyhunter",
intromessage:["The skyhunter floats above your boat, ready to strike!"],
codexdiff:1,
silver:0,
exp:150,
}>>
<</widget>><div class = "popup">Skyhunters are semi-intelligent creatures resembling giant sea jellies, which can inflate their bulbous bodies with gas lighter than air. They spend most of their lives flying above the ocean, but need to submerge often in order to keep their gelatinous bodies hydrated. These aggressive creatures attack anything that moves – boats and sailors included – and lash with tentacles, which deal nasty electric shocks.
Enemy type: mindless
Max. HP: 30
Defence: 5
Magic defence: 5
Damage reduction: 2
<span class = "heading">FLYING:</span> Skyhunter can fly.
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.
<span class = "heading">LIGHTNING RESISTANCE:</span> Skyhunter only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> Skyhunter has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> Skyhunter's attacks may stun the opponent.</div>
<a class="link-internal ui-close">Close</a><<set _roll to random(1,6)>><<set _roll += $skyhunterskilled>>
<<if _roll >= 7>><<goto "skyhunterattackqueen">>
<<else>><<goto "skyhunterattacknormal">>
<</if>>You set sail towards your destination.
You're in the open sea, far from any islands, when water near your boat starts churning violently, despite the weak wind. As you watch, an enormous sea creature made of numerous gelatinous bulbs, joined together like a cluster of grapes, rises from the sea! The monster is dragging four long, barbed tentacles under its floating body. It flies up, enveloping your boat in its shadow. Then, its tentacles shoot towards you, flashing and crackling with electricity!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.queenskyhunter>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "queenskyhunterescaped">><<set $winroom to "queenskyhunterwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.queenskyhunter>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "queenskyhunterwin">><<set $playermessage to "">><</link>><</if>>\You set sail towards your destination.
You're in the open sea, far from any islands, when you notice some shape floating high in the sky. Suddenly, it turns and flies your way. It's a skyhunter – a giant jellyfish with electrically charged tentacles!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skyhunter>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "skyhunterescaped">><<set $winroom to "skyhunterwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.skyhunter>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "skyhunterwin">><<set $playermessage to "">><</link>><</if>>\<<switch visited()>>\
<<case 1>>\
<<set $greatdeeds.push(setup.killqueenskyhunter)>><<set $greatdeedsrewards.push(setup.killqueenskyhunter)>><<set $renown +=1>>
<<default>><</switch>>\
<<set _drop1roll to random(1,100)>>\
<<set _drop1roll += (($fortune + $shinypebble) * 5)>>\
<<if _drop1roll >= 90>><<set $royaljelly += 3>>\
<<else>><<set $royaljelly += 2>>\
<</if>>\
<<set $skyhunterskilled to 0>>\
The scattered fragments of the dead queen skyhunter are slowly sinking into the ocean. Before they're gone, you manage to gather some of the gelatinous substance from the remains.
<span class = "gold"><<if _drop1roll >= 90>>You obtained 3 doses of Royal Jelly!<<else>>You obtained 2 doses of Royal Jelly!<</if>></span>
Slaying a queen skyhunter is something nearly unheard of. People of the Archipelago will rejoice at the destruction of this terrible monster.
<span class = "gold">Your renown goes up by 1!</span>
[[Travel to your destination|$destination]]
You sail away from the queen skyhunter, making every possible use of the wind. Soon, you leave the monstrous creature far behind.
[[Travel to your destination|$destination]]<<set $skyhunterskilled += 1>>\
Having defeated the skyhunter, you continue your journey without further disturbances.
[[Travel to your destination|$destination]]
You sail away from the skyhunter, which doesn't try to chase you. Instead, it submerges, searching for easier prey underwater.
[[Travel to your destination|$destination]]<i>Legend has it, this ring belonged to a sorcerer called
the Curse Master. His weakening spells were so powerful, he could
sap strength even from iron golems.</i>
Weaken status inflicted by the wearer of this ring works even on
creatures with Weaken immunity (creatures with magic immunity
will still resist).
<a class="link-internal ui-close">Close</a><span class = "heading"><<print $playername.toUpperCase()>></span>
<<if $player.flying>>Flying<<if $playerlevitateturns > 0>> (turns remaining: $playerlevitateturns)<</if>><</if>>
<<if $playerfortified>>Fortified (deals max. possible damage) (turns remaining: $playerfortifiedturns)<</if>>
<<if $playerweakened>>Weakened (deals min. possible damage) (turns remaining: $playerweakenedturns)<</if>>
<<if $playerpoisoned>>Poisoned (turns remaining: $playerpoisonedturns)<</if>>
<<if $playerburned>>Burned (turns remaining: $playerburnedturns)<</if>>
<<if $playerstunned>>Stunned (turns remaining: $playerstunnedturns)<</if>>
<<if $darkmistbonus == 3>>Dark Mist (turns remaining: $darkmistturns)<</if>>
<span class = "heading">$enemy.namefullcaps</span>
<<if $enemy.flying>>Flying<</if>>
<<if $enemyfortified>>Fortified (deals max. possible damage) (turns remaining: $enemyfortifiedturns)<</if>>
<<if $enemyweakened>>Weakened (deals min. possible damage) (turns remaining: $enemyweakenedturns)<</if>>
<<if $enemypoisoned>>Poisoned (turns remaining: $enemypoisonedturns)<</if>>
<<if $enemyburned>>Burned (turns remaining: $enemyburnedturns)<</if>>
<<if $enemystunned>>Stunned (turns remaining: $enemystunnedturns)<</if>>
<a class="link-internal ui-close">Close</a><i>Some sharp thorns still remain on the limbs of
this short bow made of black wood.</i>
A legendary ranged weapon. Deals 4-6 points of damage.
Normal attacks have a 1 in 2 chance of cursing the
target, inflicting the Weakened status for 3 turns.
<a class="link-internal ui-close">Close</a>You head to the house the woman working on the book is staying at.
<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You knock on the door and are invited inside by a young woman with a distinct scholarly air about her.
"Welcome," she says. "You're an adventurer, I presume? Good. I knew spreading the word around town would bring some results. Let's get straight to the matter. I'm compiling a book on the creatures of the Archipelago. A Handbook of Monsters, if you will, with important, scientific details on various deadly denizens of these islands. However, as you might have noticed, I'm not the type to crawl around in caves and dungeons, asking to be killed by my research objects. No, for data collection I use... expert services. I have collected a lot of material on other islands, but I'm still missing information on the following monsters: $handbookmonster1, $handbookmonster2 and $handbookmonster3. If you have killed, or otherwise familiarised yourself, with these creatures, please share your information with me. If you don't, go kill them, and study their nature and powers during your fight with them. I'll pay you 500 silver for each piece of data, and add some powerful potions if you bring me information on all three. From what I've heard, these monsters aren't particularly strong, so a moderately experienced adventurer should have no trouble obtaining the data."
<<default>>\
"You have returned," the author says. "Do you have the information I require?"
<</switch>>\
<<handbooklinks>>
"I'm doing my best to hide my disappointment," the woman states. "My book, which is very important, cannot be completed without that information. Please, hurry, and return when you have something for me."
[[Continue|$currentisland]]<<set $monster1inhandbook to true>>\
"Oh, so you have some first-hand $handbookmonster1 data for me?" the author exclaims. "Excellent! Tell me everything."
She carefully notes down your words, occasionally mumbling to herself "That's disgusting!" or "I'm glad I didn't fight it".
When you're finished, she hands you a bag of coins.
"Here's the promised reward."
<<set $silver += 500>><<set $handbookentries += 1>>\
<span class = "gold">You received 500 silver!</span>
<<if $handbookentries == 3>>\
[[Continue|handbookend]]
<<else>>\
[[Continue|handbookmore]]
<</if>>
<<widget "handbooklinks">>\
<<if not $monster1inhandbook>>\
<<if $handbookmonster1 == "harpy" && $harpyincodex>>\
[[Share information about harpies|handbook1turnin]]
<<elseif $handbookmonster1 == "harpy">>\
Share information about harpies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "death wolf" && $deathwolfincodex>>\
[[Share information about death wolves|handbook1turnin]]
<<elseif $handbookmonster1 == "death wolf">>\
Share information about death wolves <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "goblin shaman" && $goblinshamanincodex>>\
[[Share information about goblin shamans|handbook1turnin]]
<<elseif $handbookmonster1 == "goblin shaman">>\
Share information about goblin shamans <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "fire jelly" && $firejellyincodex>>\
[[Share information about fire jellies|handbook1turnin]]
<<elseif $handbookmonster1 == "fire jelly">>\
Share information about fire jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "lightning jelly" && $lightningjellyincodex>>\
[[Share information about lightning jellies|handbook1turnin]]
<<elseif $handbookmonster1 == "lightning jelly">>\
Share information about lightning jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "toxic jelly" && $toxicjellyincodex>>\
[[Share information about toxic jellies|handbook1turnin]]
<<elseif $handbookmonster1 == "toxic jelly">>\
Share information about toxic jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "grave scorpion" && $gravescorpionincodex>>\
[[Share information about grave scorpions|handbook1turnin]]
<<elseif $handbookmonster1 == "grave scorpion">>\
Share information about grave scorpions <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "dark wolf" && $darkwolfincodex>>\
[[Share information about dark wolves|handbook1turnin]]
<<elseif $handbookmonster1 == "dark wolf">>\
Share information about dark wolves <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "skeleton warrior" && $skeletonwarriorincodex>>\
[[Share information about skeleton warriors|handbook1turnin]]
<<elseif $handbookmonster1 == "skeleton warrior">>\
Share information about skeleton warriors <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster1 == "skeleton archer" && $skeletonarcherincodex>>\
[[Share information about skeleton archers|handbook1turnin]]
<<elseif $handbookmonster1 == "skeleton archer">>\
Share information about skeleton archers <span class = "red">(not in Codex!)</span>
<</if>>\
<</if>>\
<<if not $monster2inhandbook>>\
<<if $handbookmonster2 == "harpy" && $harpyincodex>>\
[[Share information about harpies|handbook2turnin]]
<<elseif $handbookmonster2 == "harpy">>\
Share information about harpies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "death wolf" && $deathwolfincodex>>\
[[Share information about death wolves|handbook2turnin]]
<<elseif $handbookmonster2 == "death wolf">>\
Share information about death wolves <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "goblin shaman" && $goblinshamanincodex>>\
[[Share information about goblin shamans|handbook2turnin]]
<<elseif $handbookmonster2 == "goblin shaman">>\
Share information about goblin shamans <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "fire jelly" && $firejellyincodex>>\
[[Share information about fire jellies|handbook2turnin]]
<<elseif $handbookmonster2 == "fire jelly">>\
Share information about fire jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "lightning jelly" && $lightningjellyincodex>>\
[[Share information about lightning jellies|handbook2turnin]]
<<elseif $handbookmonster2 == "lightning jelly">>\
Share information about lightning jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "toxic jelly" && $toxicjellyincodex>>\
[[Share information about toxic jellies|handbook2turnin]]
<<elseif $handbookmonster2 == "toxic jelly">>\
Share information about toxic jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "grave scorpion" && $gravescorpionincodex>>\
[[Share information about grave scorpions|handbook2turnin]]
<<elseif $handbookmonster2 == "grave scorpion">>\
Share information about grave scorpions <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "dark wolf" && $darkwolfincodex>>\
[[Share information about dark wolves|handbook2turnin]]
<<elseif $handbookmonster2 == "dark wolf">>\
Share information about dark wolves <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "skeleton warrior" && $skeletonwarriorincodex>>\
[[Share information about skeleton warriors|handbook2turnin]]
<<elseif $handbookmonster2 == "skeleton warrior">>\
Share information about skeleton warriors <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster2 == "skeleton archer" && $skeletonarcherincodex>>\
[[Share information about skeleton archers|handbook2turnin]]
<<elseif $handbookmonster2 == "skeleton archer">>\
Share information about skeleton archers <span class = "red">(not in Codex!)</span>
<</if>>\
<</if>>\
<<if not $monster3inhandbook>>\
<<if $handbookmonster3 == "harpy" && $harpyincodex>>\
[[Share information about harpies|handbook3turnin]]
<<elseif $handbookmonster3 == "harpy">>\
Share information about harpies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "death wolf" && $deathwolfincodex>>\
[[Share information about death wolves|handbook3turnin]]
<<elseif $handbookmonster3 == "death wolf">>\
Share information about death wolves <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "goblin shaman" && $goblinshamanincodex>>\
[[Share information about goblin shamans|handbook3turnin]]
<<elseif $handbookmonster3 == "goblin shaman">>\
Share information about goblin shamans <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "fire jelly" && $firejellyincodex>>\
[[Share information about fire jellies|handbook3turnin]]
<<elseif $handbookmonster3 == "fire jelly">>\
Share information about fire jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "lightning jelly" && $lightningjellyincodex>>\
[[Share information about lightning jellies|handbook3turnin]]
<<elseif $handbookmonster3 == "lightning jelly">>\
Share information about lightning jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "toxic jelly" && $toxicjellyincodex>>\
[[Share information about toxic jellies|handbook3turnin]]
<<elseif $handbookmonster3 == "toxic jelly">>\
Share information about toxic jellies <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "grave scorpion" && $gravescorpionincodex>>\
[[Share information about grave scorpions|handbook3turnin]]
<<elseif $handbookmonster3 == "grave scorpion">>\
Share information about grave scorpions <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "dark wolf" && $darkwolfincodex>>\
[[Share information about dark wolves|handbook3turnin]]
<<elseif $handbookmonster3 == "dark wolf">>\
Share information about dark wolves <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "skeleton warrior" && $skeletonwarriorincodex>>\
[[Share information about skeleton warriors|handbook3turnin]]
<<elseif $handbookmonster3 == "skeleton warrior">>\
Share information about skeleton warriors <span class = "red">(not in Codex!)</span>
<<elseif $handbookmonster3 == "skeleton archer" && $skeletonarcherincodex>>\
[[Share information about skeleton archers|handbook3turnin]]
<<elseif $handbookmonster3 == "skeleton archer">>\
Share information about skeleton archers <span class = "red">(not in Codex!)</span>
<</if>>\
<</if>>\
[[Tell the woman you're still gathering data|handbookbye]]
<</widget>>\<<silently>><<finishquest>><</silently>>\
<<set $potionultimatehealth += 2>><<set $potionultimatemagic += 1>><<set $exp += 400>><<set $exptotal += 400>>\
"And with that, I have all the material I needed!" the woman says. "Now that you've done the easy part, the real work begins: compiling, editing, writing and rewriting. I doubt you'd understand how difficult and demanding writing books is. Still, your help with the less refined tasks is very much appreciated. Please, take these. They might turn useful if you continue venturing into... places."
<span class = "gold">You received 2 grand health potions and 1 grand magic potion!</span>
"And now, please, leave me to my work," the author says, showing you to the door.
You pocket your reward and head back to the port town.
<span class = "gold">You gained 400 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $handbookmonster1, $handbookmonster2, $handbookmonster3, $handbookentries, $monster1inhandbook, $monster2inhandbook, $monster3inhandbook>><</link>>"That's one step closer to actually starting work on that book," the woman says. "Very well. Do you have anything else for me?"
<<handbooklinks>><<set $monster2inhandbook to true>>\
"Oh, so you actually encountered a $handbookmonster2 and survived?" the author says. "Good! Tell me everything."
She carefully notes down your words, occasionally making disgusted faces when you describe the $handbookmonster2 in detail.
When you're finished, she hands you a bag of coins.
"Here's the promised reward."
<<set $silver += 500>><<set $handbookentries += 1>>\
<span class = "gold">You received 500 silver!</span>
<<if $handbookentries == 3>>\
[[Continue|handbookend]]
<<else>>\
[[Continue|handbookmore]]
<</if>><<set $monster3inhandbook to true>>\
"So, you really did gather data on $handbookmonster3 for me," the author nods with satisfaction. "Very well. Tell me everything. Don't omit any details, even the gross ones. I'm doing this for science, after all, and science demands sacrifice."
She carefully notes down your words.
When you're finished, she hands you a bag of coins.
"Here's the promised reward."
<<set $silver += 500>><<set $handbookentries += 1>>\
<span class = "gold">You received 500 silver!</span>
<<if $handbookentries == 3>>\
[[Continue|handbookend]]
<<else>>\
[[Continue|handbookmore]]
<</if>><i>The cracks on this wooden staff glow with intense
orange light. It was enchanted to channel magical
energy both ways in combat.</i>
A legendary melee weapon. Deals 3-5 points of damage.
Normal attacks restore 3-5 MP to the user.
Power attack drains up to 25 MP from the user;
damage dealt is increased by the number of MP drained.
<a class="link-internal ui-close">Close</a><<switch visited()>>\
<<case 1>>\
You head in the direction of Monkey City. For many hours you traverse the dense jungle, frequently having to cut your way through thick vegetation.
Finally, you arrive at the ruined city. Even before you see the ruins, you hear the cries and calls of countless monkeys. A group of larger ones, with rusty red coats and strong arms, appears on a tree above you. They are watching you intently and chattering among themselves, but they don't harass you in any way.
The ruins are spread across a plateau surrounded by jungle. Tall pyramids, broken columns, giant, grimacing stone faces and collapsed houses dot the area. All are covered in green moss.
Monkeys of all sizes, with wildly different fur colours, some with thick manes, others with giant, bulbous noses, others still with colourful stripes on their cheeks, inhabit this once glorious city. They feel at home here, and most are going about their business, without paying much attention to you. Still, you feel you're being watched by cautious guards who will raise alarm should you do anything suspicious.
As you are walking around the city, watching the monkeys eat, play and fight, and marvelling at the immense ruins of a lost civilisation, a tiny monkey with cream-coloured fur and a brown face appears. At first, it just watches you from a cornice high above, but after a while it nimbly descends to the ground and runs towards you. It stops a few metres from you and observes you curiously, its head tilted to the side.
[[Try to touch the monkey|monkeyfail]]
<<if $foodsupplies > 0>>\
<<link [[(Food supplies -1) Offer the monkey some food|monkeygain]]>><<set $foodsupplies -= 1>><<set $monkey += 1>><</link>>
<<else>>\
<span class = "red">(Food supplies -1)</span> Offer the monkey some food
<</if>>\
[[Head back to the harbour town|$currentisland]]
<<default>>\
You arrive at the Monkey City and spend some time watching the monkeys eat, play and fight, and marvelling at the immense ruins of a lost civilisation. The monkeys aren't bothered at all by your presence; you think they started to consider you one of their own.
[[Head back to the harbour town|$currentisland]]
<</switch>>
You reach out and try to touch the small monkey. Your sudden movement alarms it; it emits a shrill cry and runs away, hiding inside a distant building. You head in that direction, but you can't find that particular monkey anywhere.
The other monkeys aren't interested in you at all, now you stopped being a novelty. You watch them for a while longer, then decide to return to town.
[[Continue|$currentisland]]You take some food out of your backpack and offer it to the small monkey. The animal jumps and cries with joy; it deftly grabs the food and eats it all ravenously. Then, it dances a little dance around you.
When you turn back to leave, you notice that the small monkey is following you closely. As you descend from the plateau and head into the jungle, it calls out and runs to you, then jumps onto your shoulder and nestles there comfortably.
Looks like you found a new friend who's determined to stay with you!
You gained the pet monkey as a special follower. The monkey doesn't count as an ally (and appears in your inventory instead). The clever little rascal won't help you in combat, but has other skills that might come in handy!
You return to the harbour town with the monkey, who seems to know it's going on an adventure with you, and looks very excited at the prospect.
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You travel to the docks, where the unlucky shipwright should be working. When you arrive, you meet the man sitting near a half-finished boat. He's alone, smoking a pipe and wistfully looking at the sea.
"Did you come to make fun of me?" he asks when you approach him. "This boat would've been finished by now if not for those damned goblins. They came at night and stole all my tools. The noise woke me up; I spotted the accursed things and gave chase, but they were too fast for me. Now I can't work, and I can't afford new tools without the money I was supposed to get when the boat is finished."
He puffs out a ring of smoke and watches it drift into the distance.
"All my helpers have left. Now I'm just sitting here, watching over the boat, in case the goblins return. But maybe I should just give up on it?"
The shipwright sighs.
You tell the shipwright you could help him.
"That's awful nice of you, stranger, but unless you have a heap of spare woodworking tools, or you can get my tools back from the goblins, I don't see how you could help," he replies.
[[Ask the shipwright about the goblins|shipwrightgoblins]]
<<if $charisma >= 1>>\
[[(Charisma) Persuade the shipwright's client to pay him upfront|shipwrightcharisma]]
<<else>>\
<span class = "red">(Charisma)</span> Persuade the shipwright's client to pay him upfront
<</if>>\
<<if $craftingmaterials >= 3>>\
[[(Crafting materials -3) Provide the shipwright with new tools|shipwrightcrafting]]
<<else>>\
<span class = "red">(Crafting materials -3)</span> Provide the shipwright with new tools
<</if>>
<<default>>\
The shipwright is puffing on his pipe and wistfully looking at the sea.
"Those accursed goblins," he sighs. "Ruined everything".
[[Go to the goblin cave|shipwrightcave]]
<<if $charisma >= 1>>\
[[(Charisma) Persuade the shipwright's client to pay him upfront|shipwrightcharisma]]
<<else>>\
<span class = "red">(Charisma)</span> Persuade the shipwright's client to pay him upfront
<</if>>\
<<if $craftingmaterials >= 3>>\
[[(Crafting materials -3) Provide the shipwright with new tools|shipwrightcrafting]]
<<else>>\
<span class = "red">(Crafting materials -3)</span> Provide the shipwright with new tools
<</if>>\
[[Return to town|$currentisland]]
<</switch>>
The shipwright's face darkens with anger at the mention of the goblins.
"They live in a cave, not far from the town – just over that hill. They never ventured into the town, until now. They came at night, stole my tools and ran away. I think they hate me personally, but I can't fathom the reason why. I wish someone went to that cave and gave the accursed things a lesson, but the city council doesn't see them as a problem. After all, they ruined me, and only me."
[[Go to the goblin cave|shipwrightcave]]
[[Back|shipwrightintroublestart]] You ask the shipwright why his client didn't pay for new tools.
"You'd think he would! After all, it's his boat!" the man angrily spits out. "I tried talking to him, explaining I can't finish my job without tools, but he's more stubborn than a constipated mule. He told me I won't see a coin before the boat's finished!"
Given the shipwright's manners, you're not too surprised he failed to persuade his client. Still, he seems like an honest workman, and you feel sorry for him, so you offer to talk to the merchant for him.
"Try, if you want, but it's no use," he answers.
You ask for the way to the merchant's house and head there immediately.
You meet with the wealthy merchant, whose face starts turning purple at the mere mention of the shipwright.
"That rascal is trying to swindle me out of my money!" he exclaims. "Goblins! I bet they were just a drunken hallucination of his. And he had the cheek to send you here, to demand more money! Again! Mark my word, he won't get a single coin from me before he finishes the boat!"
You calmly explain that the shipwright's tools were indeed stolen, and it's in the merchant's best interest to pay some of the boat's price upfront, if he ever wants to see it finished. You explain the shipwright doesn't expect to be paid more, he just wants the tools to be part of the agreed price.
You also suggest the merchant should think of all the profit he's missing because of his boat sitting unfinished in the docks.
As you talk, realisation dawns on the man's face.
"By the divines, you're right!" he exclaims. "I'm losing money every hour! I think it was the shipwright's horrible temper that blinded me to this obvious fact. But... he's good at his craft, that's indisputable. You convinced me. Tell the shipwright to come here, and I'll pay him some of the money upfront, so he can buy new tools."
[[Continue|shipwrightcharisma2]]<<silently>><<finishquest>><</silently>>\
<<set $craftingmaterials -= 3>><<set $exp += 400>><<set $exptotal += 400>><<set $renown += 1>>\
You tell the shipwright you could supply him with adequate tools – you just happen to have what he needs.
The man raises an eyebrow. You see he's trying to hold back his excitement.
"You would do this for me? But... why? You know I can't pay you, right?"
You nod and say you just wanted to aid an honest workman in trouble.
You hand over the tools. The shipwright almost cries with joy as he picks up and inspect every single one.
"They're perfect! Friend, I don't know what I would've done without you. Your selflessness is enough to bring a tear to a man's eye! I'll go fetch my helpers. We have work to do!"
He turns and points at the unfinished vessel.
"This boat will be the pride of $currentislandname. And I'm naming it after you! That fat merchant won't have a say in this. I'll need the money we agreed on to pay my helpers, so this small honour is the only way I can repay you!"
The happy shipwright hurries to share the good news with his helpers.
<span class = "gold">You gained 400 EXP!
Your renown goes up by 1!</span>
[[Continue|$currentisland]]
<<silently>><<finishquest>><</silently>>\
<<set $exp += 400>><<set $exptotal += 400>><<set $renown += 1>>\
You return to the docks and relay the good news to the shipwright. The man opens his mouth in surprise, dropping his pipe.
"He agreed? $playername, what a blessing you are! I'll go see that old mule immediately! Oh, yes! And get my helpers on my way back! We have work to do!"
He gets up.
"This boat will be the pride of $currentislandname," he says, pointing at the unfinished vessel. "And I'm naming it after you! That fat merchant won't have a say in this. I'll need all the money to pay my helpers, so this small honour is the only way I can repay you!"
The happy shipwright hurries to meet with his client.
<span class = "gold">You gained 400 EXP!
Your renown goes up by 1!</span>
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>You leave the town and head over the hill, to where the goblins live.
The goblin cave is located <<default>>You're at the entrance to the goblin cave, <</switch>><<if $currentislandterrain == "forest">>in a small, dry gulch in the forest<<elseif $currentislandterrain == "grassy">>on a rocky hill surrounded by a green meadow<<elseif $currentislandterrain == "icy">>in a small ice canyon<<elseif $currentislandterrain == "jungle">>on the edge of the jungle<<elseif $currentislandterrain == "marshy">>in a rocky hill rising from the bubbling bog<<elseif $currentislandterrain == "rocky">>on a rocky plateau<<elseif $currentislandterrain == "sandy">>in a rocky hill overlooking a patch of sandy desert<<else>>on a smoky volcanic field<</if>>.
<<if not $goblinguardspot>>\
A single goblin is guarding the entrance to the cave. It is alert and constantly looking around. If you come any closer, it will notice you.
<<if $survival >= 1>>\
[[(Survival) Distract the goblin guard and sneak into the cave|shipwrightsneak]]
<<else>>\
<span class = "red">(Survival)</span> Distract the goblin guard and sneak into the cave
<</if>>\
[[Attack the goblin guard|shipwrightalarm]]
<<else>>\
[[Enter the cave|shipwrightalarm]]
<</if>>\
[[Return to town|$currentisland]]
You pick up a stone and throw it to the other side of the cave entrance. It rattles against the rock, startling the goblin guard.
The goblin lowers the tip of its spear and cautiously walks in the direction of the noise, turning its back to you.
As quietly as a hunting cat, you sneak into the cave.
Inside, you follow a short corridor lit with smoking torches until you reach a ledge, which hangs over a large cavern. The paths continues down, onto the cavern floor. There's a large rock on the ledge; you hide behind it and take a good look at the cavern.
Down below, a group of goblins are building some wooden contraptions. As you look closer, you recognise primitive siege engines. The goblins must be preparing to attack some town or village, and they're using the tools they stole from the shipwright to construct their wicked machinery!
The goblins in the cave are unarmed, all except one. That goblin, evidently a leader, is wearing iron armour and carrying a sword and a crossbow. It's strutting across the cavern floor, shouting commands at the workers and kicking those that are slacking off.
[[Attack the goblin leader|shipwrightfight]]
[[Wait for an opportune moment and steal the tools back|shipwrightsteal]]<<switch visited()>>\
<<case 1>>\
<<set $goblinguardspot to true>>\
You rush at the goblin guard, who sees you and lets out a scream. The creature doesn't try to fight you – it runs inside the cave as fast as it can. You hear its panicked shouts, answered by other voices.
Alarm has been raised in the cave! You can't get in unnoticed anymore.
[[Enter the cave|shipwrightleader]]
[[Return to town|$currentisland]]
<<default>>\
The goblin leader is waiting for you in the big cavern.
"You return, foolish human?" it spits out with malice. "You get killed here, by me!"
The goblin leader attacks you!
<<link [[Fight!|Combat]]>><<set $enemy to clone(setup.goblinhero)>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $enemy.bribe to 0>><<set $enemy.intimidatediff to 0>><<set $enemy.diplomacydiff to 0>><<set $escapedroom to "shipwrightcave">><<set $winroom to "shipwrightwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to clone(setup.goblinhero)>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "shipwrightwin">><<set $playermessage to "">><</link>><</if>>\
<</switch>><<set $goblinguardspot to true>>\
You leave your hiding place and charge at the goblin leader. The workers scream when they notice you, drop their tools and run away. The leader is surprised as well, but doesn't run. Instead, it draws its sword and says in broken human language:
"You come to stop my tribe? Too late! We will conquer, and you get killed here, by me!"
The goblin leader attacks you!
<<link [[Fight!|Combat]]>><<set $enemy to clone(setup.goblinhero)>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $enemy.bribe to 0>><<set $enemy.intimidatediff to 0>><<set $enemy.diplomacydiff to 0>><<set $escapedroom to "shipwrightcave">><<set $winroom to "shipwrightwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to clone(setup.goblinhero)>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "shipwrightwin">><<set $playermessage to "">><</link>><</if>>\You quietly wait behind the rock for what seems like eternity.
Eventually, your patience is rewarded: the goblin leader barks a command and all the creatures put down their tools and leave the cavern through another tunnel.
The tools and siege machines are left unguarded.
[[Take the shipwright's tools and leave|shipwrightsteal1]]
[[Take the shipwright's tools, set fire to the siege engines and leave|shipwrightsteal2]]You quickly get down to the cavern floor, pick up the tools scattered around, wrap them in a piece of cloth you found nearby and leave the cave, unnoticed.
[[Continue|shipwrightrecover]]You quickly get down to the cavern floor, pick up the tools scattered around and wrap them in a piece of cloth you found nearby. Then, you take a torch and set fire to the wooden machinery. As the fire starts spreading, consuming the goblin contraptions, you leave the cave, unnoticed.
[[Continue|shipwrightrecover]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 400>><<set $exptotal += 400>><<set $renown += 1>>\
You return to town and meet with the shipwright at the docks. The man opens his mouth wide, dropping his pipe, when he sees his old tools.
"That's – that's incredible! You really brought them back! Where did you find them?"
You briefly recount your adventures in the goblin cave.
"So, the accursed things were up to no good," the shipwright says, scratching his chin. "Looks like you stopped their plans, at least for now! Still, I'll inform the city council. Maybe this will convince them to finally act and rid us of those pesky goblins!"
He bends over his tools and lovingly examines every single one.
"At least they didn't break anything," he says. "I can't thank you enough, $playername! You saved me from ruin. I'll go fetch my helpers. We have work to do!"
He turns and points at the unfinished vessel.
"This boat will be the pride of $currentislandname. And I'm naming it after you! That fat merchant won't have a say in this. I'll need the money we agreed on to pay my helpers, so this small honour is the only way I can repay you!"
The happy shipwright hurries to share the good news with his helpers.
<span class = "gold">You gained 400 EXP!
Your renown goes up by 1!</span>
[[Continue|$currentisland]]
You enter the cave and follow a short corridor lit with smoking torches until you reach a ledge, which hangs over a large cavern. The paths continues down, onto the cavern floor.
Down below, a group of goblins are standing around some wooden contraptions. They stopped working and are pointing at you in apparent terror.
You look at the machines and recognise primitive siege engines. The goblins must be preparing to attack some town or village, and they're using the tools they stole from the shipwright to construct their wicked machinery!
The workers drop their tools and run away, but one goblin stays in the cavern. That goblin, evidently a leader, is wearing iron armour and carrying a sword and a crossbow.
The goblin leader draws its sword and says in broken human language:
"You come to stop my tribe? Too late! We will conquer, and you get killed here, by me!"
The goblin leader attacks you!
<<link [[Fight!|Combat]]>><<set $enemy to clone(setup.goblinhero)>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $enemy.bribe to 0>><<set $enemy.intimidatediff to 0>><<set $enemy.diplomacydiff to 0>><<set $escapedroom to "shipwrightcave">><<set $winroom to "shipwrightwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to clone(setup.goblinhero)>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "shipwrightwin">><<set $playermessage to "">><</link>><</if>>\The goblin leader is dead. His underlings are nowhere to be seen; it's unlikely they're going to return before you leave.
It looks like you've put a huge dent in the goblins' war plans... but maybe you can make it even bigger?
You're alone in the huge cavern, among unfinished siege engines. The tools the goblins stole from the shipwright are scattered around.
[[Take the shipwright's tools and leave|shipwrightwin1]]
[[Take the shipwright's tools, set fire to the siege engines and leave|shipwrightwin2]]You pick up the tools, wrap them in a piece of cloth you found nearby and leave the cave.
[[Continue|shipwrightrecover]]You pick up the tools and wrap them in a piece of cloth you found nearby. Then, you take a torch and set fire to the wooden machinery. As the fire starts spreading, consuming the goblin contraptions, you leave the cave.
[[Continue|shipwrightrecover]]<<widget "redknight">>
<<set setup.redknight to {
type:"sentient",
maxhp:120,
mindamage:13,
maxdamage:18,
minpowerdamage:25,
maxpowerdamage:30,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:4,
specialattackbonus:4,
specialattack2bonus:5,
defense:8,
escapediff:0,
dr:6,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:false,
large:false,
flying:false,
devouring:false,
hasreach:false,
specialhasreach:false,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:4,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:1,
maxcooldown2:7,
mincooldown2:5,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"the Red Knight",
namecapitalised:"The Red Knight",
namefullcaps:"RED KNIGHT",
nameundetermined:"Red Knight",
nulldamagemessage:"but the Red Knight's armour absorbs the damage",
playermissmessage:["you miss", "$enemy.name dodges"],
deathmessage:"The Red Knight collapses to the ground, unconscious.",
attackallmessages:["The Red Knight makes an overhead axe attack", "The Red Knight attacks you furiously", "The Red Knight attacks with his axe", "The Red Knight slashes with his axe"],
attacknormalmessage:["The Red Knight makes an overhead axe attack", "The Red Knight attacks you furiously", "The Red Knight attacks with his axe", "The Red Knight slashes with his axe"],
attackflyingmessage:[],
cantreachmessage:["The Red Knight screams with fury, but he's unable to reach you!", "\"Get down here!\" screams the Red Knight.", "The Red Knight wants to attack, but can't reach you!", "\"That's cheating!\" screams the Red Knight, who can't reach you."],
specialattackmessage:"The Red Knight makes a whirlwind attack with his axe",
specialattack2message:"The Red Knight shouts out a battle cry",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the Red Knight",
intromessage:["The fearsome Red Knight is ready to duel you!"],
codexdiff:2,
silver:0,
exp:600,
}>>
<</widget>><div class = "popup">A fearsome knight clad in red armour. He claims to be the strongest warrior in the Archipelago. He enjoys mocking other fighters and challenging them to duels.
Enemy type: sentient
Max. HP: 120
Defence: 8
Magic defence: 7
Damage reduction: 6
<span class = "heading">STUN RESISTANCE:</span> The Red Knight has a 50% chance of resisting stun.
<span class = "heading">WEAKEN IMMUNITY:</span> The Red Knight cannot be weakened.
<span class = "heading">STUN:</span> The Red Knight's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> The Red Knight can fortify himself.
</div>
<a class="link-internal ui-close">Close</a><<widget "hjafnir">>
<<set setup.hjafnir to {
type:"barbarian",
name:"Hjafnir",
namecapitalised:"Hjafnir the Barbarian",
nameshort:"Hjafnir",
hasreach:true,
attackbonus:4,
specialattackbonus:5,
maxcooldown:6,
mincooldown:4,
mindamage:13,
maxdamage:21,
minpowerdamage:25,
maxpowerdamage:35,
minpowerdamage2:0,
maxpowerdamage2:0,
drignore:0,
damagetype:"physical",
basicattackeffect:"",
specialdamagetype:"physical",
specialdamage2type:"",
specialpoison:false,
specialburn:false,
specialstun:true,
specialweaken:false,
specialfortify:false,
special2poison:false,
special2burn:false,
special2stun:false,
special2weaken:false,
special2fortify:true,
poisonduration:0,
burnduration:0,
stunduration:1,
weakenduration:0,
fortifyduration:5,
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
special2damaging:false,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
attackallmessages:["Hjafnir attacks $enemy.name with his greatsword", "The Barbarian slashes with his greatsword", "Hjafnir makes an overhead attack", "Hjafnir shoots $enemy.name with his bow", "The Barbarian shoots an arrow"],
attacknormalmessage:["Hjafnir attacks $enemy.name with his greatsword", "The Barbarian slashes with his greatsword", "Hjafnir makes an overhead attack"],
attackflyingmessage:["Hjafnir shoots $enemy.name with his bow", "The Barbarian shoots an arrow"],
specialattackmessage:"Hjafnir jumps up high and wildly slashes at $enemy.name",
specialattack2message:"The Barbarian lets out a mighty battle cry",
unhiremessage:"Hjafnir the Barbarian says:<br><br>\"So, you want a break from my company? It was fun, travelling with you. If you need my help again, find me at the inn on $mainislandname.\"",
chat:["\"Some things in the Archipelago have changed for the worse since my times, but the beer now is much better than it used to be!\" Hjafnir says.", "\"I regret never learning the Black Knight's identity,\" Hjafnir says. \"He, or she, was an excellent warrior. I barely won that duel.\"", "\"Have you heard the story about the sea serpent, and how I strangled it with my bare arms?\" Hjafnir asks. \"Well, that's not entirely true. I did that with my legs.\"", "\"It's good to feel alive again,\" Hjafnir says. \"But knowing all my friends from the old days are long dead fills me with sorrow.\"", "Hjafnir says: \"Let's just go on an adventure, $playername. I'm longing for a good one, and you must be as well!\""]
}>>
<</widget>><<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You head to the tavern where the Red Knight usually stays – when he isn't duelling another unfortunate opponent. The Knight's fearsome reputation has spread throughout the island – everyone is talking about his victories and his unmatched proficiency with a battleaxe. People also say that the Red Knight is anything but chivalrous; he provokes others into duels or sometimes attacks them for, supposedly, having offended him; he enjoys defeating and mocking those weaker than him.
"He's a strong warrior, that cannot be questioned," one woman tells you. "But I wish he put those skills to a better use. So far, he has broken our blacksmith's arm, sent three guards to the hospital and drank a sea of wine, for which he hasn't paid a single coin."
You enter the tavern, which is almost empty, despite it being early evening. Your eyes are immediately drawn to a tall, broad-shouldered man who's sitting with his boots on the table and drinking wine. His arrogant expression and the way the tavern owner eyes him uneasily tell you he must be the one you're looking for, even though he's not wearing his red armour.
Opposite to the Red Knight sits a pale youth with a cowed look about him. He must be the Knight's squire or servant, and it's clear he's afraid of his master.
As you enter, the Red Knight turns to face you and stares at you for a long while. Eventually, he asks in a contemptuous tone:
"And who are you, eh?"
You tell the Red Knight your name.
<<if $renown >= 10>>\
"$playername?" the man exclaims, his face turning purple with sudden anger. "So you're the one everyone calls a 'hero'? Heavens! Just look at you. That's pathetic. I could beat you with my arms tied behind my back."
<<else>>\
"$playername?" the man repeats. "I haven't heard of you. But you must have heard about me; I see the fear and respect in your eyes."
He laughs.
"You clearly aren't a worthy opponent; I could beat you with my arms tied behind my back. But you look like an adventurer, and adventurers often have money."
<</if>>\
The Red Knight empties his cup and impatiently demands more wine. The tavern owner hurries over to serve him. Finally, the Knight continues:
"It will be a waste of my time, but I'll fight you, $playername. I'll teach you an important lesson, so you should be thankful. But I'd like to gain something from that, too. Bring me 2000 pieces of silver, and we can duel. I'll bet my trusty axe against your money, but don't expect to win it. I could best Hjafnir the Barbarian himself in single combat."
<<if $ally.type == "barbarian">>\
Hjafnir smiles wryly. He seems genuinely amused, and not at all angry.
"That's mighty interesting, sir Knight," he says. "I'd like to see you fight him."
The Knight drunkenly stares at the Barbarian: his fur clothing, rough face, bulging muscles and two-handed sword. Eventually, he says:
"I'll bet you'd love it, wildling, seeing the brute hero of your people beaten by unmatched skill and finesse."
Hjafnir grins and looks at you questioningly.
<</if>>\
<<default>>\
You're at the tavern. The Red Knight is drinking and loudly bragging about his victories to his cowed squire. The tavern owner is watching the Knight with a worried look on his face.
"It's you," the Knight says. <<if $knightlost>>"Ready to lose again? Or do you think you actually stand a chance this time?," he laughs.<<else>>"Did you muster up the courage to try and fight me?<</if>> You know the rules. Show me 2000 pieces of silver, and I'll beat you black and blue."
<</switch>>
[[Talk to the tavern owner|knightowner]]
[[Talk to the Red Knight's squire|knightsquire]]
<<if $charisma == 2 && $knightweakness != true>>\
[[(Charisma 2) Pretend to be friendly with the Knight, to learn if he has a weakness|knightcharisma]]
<<elseif $knightweakness != true>>\
<span class = "red">(Charisma 2)</span> Pretend to be friendly with the Knight, to learn if he has a weakness
<<else>><</if>>\
<<if $ally.type == "mercenary" || $ally.type == "elitemercenary" || $ally.type == "barbarian">>
[["Ask " + $ally.name + " about the Red Knight"|knightally]]
<<else>>
<</if>>\
<<if $silver >= 2000>>\
<<link [[Challenge the Red Knight to a duel (2000 silver)|duelstart]]>><<set $silver -= 2000>><</link>>
<<else>>\
Challenge the Red Knight to a duel <span class = "red">(2000 silver)</span>
<</if>>\
[[Exit the tavern|knightbye]]"So, courage left you, adventurer?" the Red Knight says with contempt as you turn to leave. "Or maybe I should give you some credit, for being clever enough not to fight a man so much better than you!"
You hear his drunken laughter even after you've left the tavern and shut the door behind you.
[[Continue|$currentisland]]The tavern owner is looking tired and miserable.
"I wish someone would take care of this bully, but no one's strong enough to beat him. He scares away all my patrons! You're lucky he didn't attack you immediately, just for having the 'cheek' to look him in the face. I think he grew bored of beating the weak for no gain, and is trying to make some money now. Not that he would ever use it to pay his tab..."
The owner jumps, startled, and goes silent when the Knight suddenly turns to look at him.
[[Back|redknighttavern]] <<if $knightweakness>>\
The Red Knight's squire just quickly shakes his head, too afraid to talk with you.
<<else>>\
You try to strike a conversation with the Red Knight's squire, but the cowed youth doesn't want to talk. Eventually, when his master drifts into a drunken slumber, the squire follows you to the opposite corner of the tavern.
"Please, don't try to talk to me any more," he says quietly. "He'll get mad at me."
<<if $trading >= 1 && $silver >= 300>>\
[[(Trading) Bribe the squire to learn about the Knight's weakness (300 silver)|squireweakness]]
<<elseif $trading == 0 && $silver >= 300>>\
<span class = "red">(Trading)</span> Bribe the squire to learn about the Knight's weakness (300 silver)
<<elseif $trading >= 1 && $silver < 300>>\
(Trading) Bribe the squire to learn about the Knight's weakness <span class = "red">(300 silver)</span>
<<else>>\
<span class = "red">(Trading)</span> Bribe the squire to learn about the Knight's weakness <span class = "red">(300 silver)</span>
<</if>>\
<</if>>\
[[Back|redknighttavern]] <<set $knightweakness to true>>\
You tell the Red Knight you admire his battle prowess. His fearsome reputation precedes him, you add. You have little doubt he's one of the best warriors alive.
The Knight soaks up the flattery.
"Well said, adventurer!" he laughs. "You may be weak, but you're clever enough to recognise true strength!"
Little encouragement is needed to make him rant about the countless duels he's won. You ask about opponents, details, blocks and blows, and the unsuspecting Knight goes on and on. He doesn't realise that through answering your questions, he revealed his big weakness – difficulty defending against attacks to his lower left side!
You now know the Red Knight's weakness!
You thank the Knight for his thrilling account. He laughs drunkenly and shouts at the tavern owner to bring him more wine.
[[Back|redknighttavern]] You sit down with $ally.name in a distant corner of the tavern, where the Knight can't overhear you.
<<if $ally.type == "mercenary">>\
$ally.nameshort looks at you uneasily.
"I heard about the Red Knight, $playername. He really is as strong as he claims. I wouldn't fight him if you paid me, and you should carefully consider if you want to challenge him."
<<elseif $ally.type == "elitemercenary">>\
<<if $knightmerclose>>\
$ally.nameshort looks at you with determination.
"I lost to him, but it was a close fight. I can do better next time! Let's repeat the deal, $playername. You put out the 2000 silver and I fight the Knight."
<<else>>\
$ally.nameshort looks at you with excitement.
"I heard about that Red Knight. I'd like to see for myself if he's as strong as he says. I think I might stand a chance. Let's cut a deal, $playername. You put out the 2000 silver and I fight the Knight. If I win, I keep the silver, but you get his axe. I don't want a new weapon. How does it sound to you?"
<</if>>\
You say you'll have to think about $ally.nameshort's plan.
<<else>>\
"Well, that man has some self-confidence, that's for sure," Hjafnir laughs. "I'd love to fight him, see if he's really that good. And I don't like the way he treats people. I'd gladly teach him a thing or two about chivalry, uncouth and wild as I am. What say you, $playername? Will you put out the silver and let me take on the Knight?"
You say you'll have to think about Hjafnir's idea.
<</if>>\
[[Back|redknighttavern]]
<<set $silver -= 300>><<set $knightweakness to true>>\
You wink at the squire knowingly and hand him a heavy purse.
He seems surprised, and unwilling to accept the money, but you explain you just wanted to show him some support, and won't tell his master.
"Oh, thank – thank you," he utters. "That's a lot of – I've never had..."
You interrupt him and ask if he knows about any weaknesses the Knight has – something that makes him vulnerable in combat.
The squire hesitates, but you encourage him softly, asking if he wants his cruel master to remain undefeated forever.
He shakes his head, casts a quick glance at the Red Knight, who's still asleep, and whispers into your ear:
"He has trouble defending against blows directed at his lower left side."
You thank the squire, who just nods and promptly returns to his master's table.
You now know the Red Knight's weakness!
[[Back|redknighttavern]] You're at the tavern. The Red Knight is here, sitting with his boots on the table and drinking. There's also his squire present, and the worried tavern owner.
[[Talk to the tavern owner|knightowner]]
[[Talk to the Red Knight's squire|knightsquire]]
<<if $charisma == 2 && $knightweakness != true>>\
[[(Charisma 2) Pretend to be friendly with the Knight, to learn if he has a weakness|knightcharisma]]
<<elseif $knightweakness != true>>\
<span class = "red">(Charisma 2)</span> Pretend to be friendly with the Knight, to learn if he has a weakness
<<else>><</if>>\
<<if $ally.type == "mercenary" || $ally.type == "elitemercenary" || $ally.type == "barbarian">>
[["Ask " + $ally.name + " about the Red Knight"|knightally]]
<<else>>
<</if>>\
<<if $silver >= 2000>>\
<<link [[Challenge the Red Knight to a duel (2000 silver)|duelstart]]>><<set $silver -= 2000>><</link>>
<<else>>\
Challenge the Red Knight to a duel <span class = "red">(2000 silver)</span>
<</if>>\
[[Exit the tavern|knightbye]]<span class = "gold">You lost 2000 pieces of silver!</span>
You put the money on the table, in front of the Red Knight. The Knight looks at the heavy bag of silver and immediately sobers up.
"So, you want to challenge me, you fool? <<if $knightlost>>You think it will be any different this time? Very well! I'll gladly accept all the money you want to give me.<<else>> So be it!<</if>>"
He shouts at his squire to bring his weapon and armour, and tell the townsfolk to gather around the square near the tavern.
"Let's put up a nice show for the good people of $currentislandname," he laughs. "Prepare to be defeated, $playername.<<if $ally.type == "elitemercenary" || $ally.type == "barbarian">> Or is it your companion who longs for a beating?<</if>>"
<<if $ally.type == "elitemercenary">>\
[["Let " + $ally.name + " duel the Red Knight"|knightelitemerc]]
<<elseif $ally.type == "barbarian">>
[[Let Hjafnir duel the Red Knight|knighthjafnir]]
<</if>>\
[[Fight the Red Knight|knightself]]
"Thank you, $playername. I'll do my best," $ally.name says.
The Red Knight laughs and leaves to don his armour.
<<if $knightweakness>>\
While $ally.nameshort is preparing for combat, you share information about the Knight's weakness you discovered.
"That's important knowledge, $playername!" $ally.nameshort exclaims. "I'll put it to a good use. I have a feeling the Knight is in for a surprise this time."
<</if>>\
You head to a nearby town square. A crowd of people has gathered around. The Knight, now clad head to toe in red armour, waves at them, but no one cheers for him. The onlookers seem more worried than excited.
$ally.name and the Red Knight walk into the middle of the square. Your companion bows and greets the Knight, but he doesn't return the courtesy – instead, he raises his axe and attacks!
A fierce duel begins!
<<if $knightweakness>>\
[[Watch the fight|knightelitemercwin]]
<<else>>\
[[Watch the fight|knightelitemerclose]]
<</if>>Hjafnir smiles.
"Very well! Let's see what he's made of, besides a whole lot of talk."
The Red Knight casts a contemptuous glance at the Barbarian, and leaves to don his armour.
<<if $knightweakness>>\
While Hjafnir is preparing for combat, you tell him about the Knight's weakness you discovered.
"Thanks for letting me know, $playername," the Barbarian says. "I'll try not to attack his lower left, then. I'm going to give the villain a fair shot at winning."
<</if>>\
You head to a nearby town square. A crowd of people has gathered around. The Knight, now clad head to toe in red armour, waves at them, but no one cheers for him. The onlookers seem more worried than excited.
Hjafnir and the Red Knight walk into the middle of the square. The Barbarian greets his opponent with a curt nod. The Red Knight doesn't return the courtesy.
"I'll bring you down, wild dog!" he screams and charges, his axe raised high.
The falling blade is met by Hjafnir's greatsword. The Barbarian blocks the attack with the speed of lightning and pushes his surprised opponent back.
"I've heard you brag about your skills. Show them to me!" the Barbarian demands.
Someone starts cheering; other voices join in. The Red Knight screams with anger and lunges at Hjafnir, wildly swinging his axe!
[[Watch the duel|knighthjafnirwin]]The Knight laughs.
"Excellent! Beating up you arrogant adventurer will be a pleasure. Now, it's single combat, so don't try to bring in any friends to help you. Other than that, use any weapons, spells, and whatever you want. It won't matter in the least. My trusty axe has disposed of warriors, rogues, wizards, and acrobats alike, and it will be no different this time."
The Red Knight leaves to don his armour.
You prepare for combat, then head to a nearby town square. A crowd of people has gathered around. The Knight, now clad head to toe in red armour, waves at them, but no one cheers for him. The onlookers seem more worried than excited.
You and the Red Knight walk into the square.
"Are you afraid?" the Knight asks. "Because you should be!"
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.redknight)>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "redknightwin">><<set $playermessage to "">><<if $knightweakness>><<set $enemy.defense -= 2>><<set $playermessage to "Because you found out the Knight's weakness, his defence was lowered by 2!">><</if>><</link>>
<<if $dragonpearl > 0>>\
Fight in dragon form <span class = "red">(you can't do that here without putting the onlookers in danger!)</span>
<</if>>
<<silently>><<finishquest>><</silently>>\
<<set $quicksilveraxeowned += 1>><<set $exp += 400>><<set $exptotal += 400>>\
The duel is fierce; both combatants are expert fighters. People, mesmerised, look on as they exchange heavy blows.
For a while, Red Knight seems to have the upper hand, but as you look on, $ally.nameshort starts attacking his lower left side, again and again. The Knight has difficulty blocking the blows. $ally.nameshort's furious offence goes through his defences; a powerful blow dents his red armour, another one makes him stumble, and the third one brings him down to his knees.
"You.. filthy... dog..." the Knight utters, before collapsing, unconscious.
The crowd starts cheering for $ally.name, who picks up the fallen foe's weapon and hands it to you.
"As promised, $playername, it's yours. And I'll get my money."
<span class = "gold">You received the Quicksilver Axe!</span>
The Knight is dragged away by his squire. The tavern owner appears, congratulates $ally.nameshort and invites everyone to celebrate.
You spend a merry evening at the tavern. Red Knight fails to show up; in the morning you learn that he has quietly left the town.
"Good riddance!" the tavern owner says. "You're a hero, $ally.nameshort. I only wish the rascal had paid his tab before you chased him away!"
The fearsome Red Knight has finally been bested in combat!
<span class = "gold">You gained 400 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $knightlost, $knightweakness, $knightmerclose>><</link>>
<<set $knightmerclose to true>><<set $knightlost to true>>\
The duel is fierce; both combatants are expert fighters. People, mesmerised, look on as they exchange heavy blows.
However, after some time $ally.nameshort starts to grow weaker, and is no longer able to block the attacks of the Knight, who dances around with his axe, striking faster and faster.
The onlookers gasp as $ally.name collapses to the ground, unconscious.
The Red Knight takes off his helmet and laughs.
"And so, the better warrior wins!"
He looks around, expecting cheers, but the townspeople just look on in silence.
"Fools!" the Knight shouts. "No one can defeat me! No matter how many of you try, and how many times."
He turns and heads to the tavern.
"Thanks for the money, $playername," he says as he passes you by. "If you, or your companion, ever want to lose again, you know where to find me."
The crowd slowly disperses, visibly disappointed at the outcome of the duel. You hurry to help $ally.nameshort, who's already getting up, beaten up and angry at the loss, but thankfully not seriously wounded.
[[Continue|$currentisland]]
<<silently>><<finishquest>><</silently>>\
<<set $quicksilveraxeowned += 1>><<set $silver += 2000>><<set $exp += 400>><<set $exptotal += 400>>\
You must give it to him – the Red Knight is indeed a good fighter, and for a while seems to be keeping up with Hjafnir, even hitting the Barbarian with an attack. Ultimately, though, neither his strength, nor skills, are a match for Hjafnir's.
As the duel progresses, it becomes clear that the Barbarian is winning. He blocks or evades his opponent's attacks with grace surprising in someone of his stature. His own strikes are only getting faster and fiercer; meanwhile, the Knight weakens and slows down.
The onlookers are watching Hjafnir, completely mesmerised.
"Who is that man?" someone asks. "I've never seen anyone fight like this!"
The Red Knight hears people cheer for his adversary and screams with anger. He desperately charges Hjafnir and delivers a crushing blow, but the Barbarian intercepts it, then counterattacks, sending his opponent flying.
The Knight hits the ground with a loud thud and lies there prostrate, unconscious.
The crowd goes mad, clapping, screaming and cheering for Hjafnir. The Barbarian smiles at them.
"He's a good fighter, but not half as good as he claims to be!" he says. He then picks up the defeated opponent's axe and gives it to you.
"Keep it, $playername. Oh, and here's your money back."
<span class = "gold">You received the Quicksilver Axe!
You gained 2000 silver!</span>
The Knight is dragged away by his squire. The tavern owner appears, congratulates Hjafnir and invites everyone to celebrate.
You spend a merry evening at the tavern. The Red Knight fails to show up; in the morning you learn that he has quietly left the town.
"Good riddance!" the tavern owner says. "Your friend is a real hero, $playername. Where in the Archipelago did you find him? He's like a warrior from old legends!"
Hjafnir just shrugs at all questions about his identity and origins, but you can see he's really happy, if slightly disappointed that the Knight wasn't quite as strong as he claimed.
The fearsome Red Knight has finally been bested in combat!
<span class = "gold">You gained 400 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $knightlost, $knightweakness, $knightmerclose>><</link>>
<<silently>><<finishquest>><</silently>>\
<<set $quicksilveraxeowned += 1>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 2000>><<set $renown += 1>><<set $greatdeeds.push(setup.defeatredknight)>><<set $greatdeedsrewards.push(setup.defeatredknight)>>\
The fearsome Red Knight has been defeated! The onlookers are, at first, surprised at the outcome of the duel, but their shock quickly turns into joy, as they realise the troublesome Knight has finally been taught a lesson. Everyone wants to pat you on the back or shake your hand.
You take your opponent's weapon, as well as the money you put out.
<span class = "gold">You received the Quicksilver Axe!
You gained 2000 silver!</span>
The unconscious Knight is dragged away by his squire. The tavern owner appears. The man is ecstatic; he congratulates you, thanks you profusely, then invites everyone to celebrate.
You spend a merry evening at the tavern. The Red Knight fails to show up; in the morning you learn that he has quietly left the town.
"Good riddance!" the tavern owner says. "You're a hero, $playername, and the best fighter I've ever seen! I only wish the rascal had paid his tab before you chased him away!"
<span class = "gold">You bested the Red Knight in combat! Your renown goes up by 1!
You gained 400 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $knightlost, $knightweakness, $knightmerclose>><</link>>
<<set $playerhp to 1>><<set $knightlost to true>>\
You get up with difficulty, battered and bruised, and are greeted by worried faces of the townspeople.
The Red Knight is gloating over his victory.
"Didn't I tell you this was going to happen?" he laughs. "No pathetic adventurer is a match for my battle prowess."
He heads in the direction of the tavern.
"Now, time to celebrate. Thanks for your money, $playername! I'll put it to a good use. And if you ever want to lose again, you know where to find me. Only remember to bring more silver!"
The crowd slowly disperses, visibly disappointed at the outcome of the duel.
[[Continue|$currentisland]]
[[Repeat|redknightstart]]
You set off to explore the wilderness.
You're travelling the roads of $currentislandname when you meet a group of wandering minstrels, heading the opposite way.
The merry musicians invite you to rest awhile together. You share a meal and talk, while one of the minstrels plays a tune on her lute.
The musicians explain how they travel around, looking for inspiration, and play music in taverns and inns to earn a living.
<<if $renown >= 7>>\
Their leader asks your name, and when you answer, he says, surprised:
"$playername? Wait – so you're the one some call 'the new hero of the Archipelago'? We've heard some second-hand accounts of your adventures, and they were thrilling! Say, won't you tell us more about your travel and exploits? We could write a new song or two about you!"
[[Tell the minstrels about your adventures|minstelsrenown][$renown += 2]]
<</if>>\
<<if $silver >= 3000>>\
[[Offer the minstrels 3000 pieces of silver if they compose a song about you|minstrelsmoney][$silver -= 3000; $renown += 2]]
<<else>>\
Offer the minstrels <span class = "red">3000 pieces of silver</span> if they compose a song about you
<</if>>\
[[Leave the company of the minstrels|$currentisland]]
<<run $exploreunique.delete("minstrels")>><<set $greatdeeds.push(setup.songs)>><<set $greatdeedsrewards.push(setup.songs)>>\
You spend some time recounting your adventures to the minstrels, who listen attentively and look genuinely inspired by your tale.
"That's incredible!" their leader exclaims when you're finished. "Thank you, $playername. I have no doubt what you've told us was true, and it will make for an excellent song. Soon, people around the Archipelago will be singing about your brave deeds and perilous adventures!"
You part ways with the minstrels, who have already started working on the song about you.
<span class = "gold">Your renown goes up by 2!</span>
[[Continue|$currentisland]]<<run $exploreunique.delete("minstrels")>><<set $greatdeeds.push(setup.songs)>><<set $greatdeedsrewards.push(setup.songs)>>\
The leader of the minstrels gratefully accepts the money you offer.
"Recent times have been hard on us, so this will help a lot," he says. "We will be glad to compose a song about your kindness, goodness and generosity. I think you're on the way to becoming the greatest hero of the Archipelago, and we'll help you get there!" he adds and winks at you.
You part ways with the minstrels, who have already started working on the song about you.
<span class = "gold">Your renown goes up by 2!</span>
[[Continue|$currentisland]]A small silver badge which belonged
to a member of the Hunters' Guild.
<a class="link-internal ui-close">Close</a><<run $exploreunique.delete("deadhunter")>>\
<<set $longbowowned += 1>><<set $huntersbadge += 1>>\
You set off and spend some time exploring the wilderness of $currentislandname.
<<randomroad>> when you spot a trail of blood. You follow it to a small gully, in which you discover a dead hunter, lying next to an enormous dark wolf, killed by many arrows.
The hunter and the beast must have met, fought and slain each other.
You bury the hunter, taking the longbow you found nearby, and the small silver badge the hunter was wearing, which signifies membership of the Hunters' Guild.
<span class = "gold">You obtained the Hunter's badge!
You obtained a longbow!</span>
[[Continue|$currentisland]]You give the small silver badge to the Guildmaster and explain where you found it.
The woman listens intently and nods her head when you're finished.
"I expected as much when that hunter didn't show up," she says. "It's sad news, though we find some comfort in knowing the fate of our companion. I thank you for what you've done. It was selfless and honourable. I'll tell other guild members."
<span class = "gold">You lost the Hunter's badge!
Your renown goes up by 1!</span>
[[Continue|huntersguild]]
<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You travel to the village where the vengeful spirit has appeared. It is a small settlement built close to a rocky valley. The ancient tomb is cut into the rock in the side of the valley.
You arrive at the village and find the locals in distress, lamenting the death of another man, who was slain by the spirit of the tomb on the previous night.
"We're helpless against the Warrior," a village elder tells you. "He comes and takes lives as he pleases. Our weapons can't harm him, and our pleas don't move him. It's all that accursed thief's fault, and we're paying for his transgression!"
"If we restored the Warrior's sword, he surely would be appeased. But we're too poor to buy a weapon like that!"
<<default>>\
You're in the village near the ancient tomb, where the vengeful spirit appears.
The spirit was woken by a reckless thief, who sneaked into the tomb and stole the ancient warrior's sword.
The elders of the village come to talk with you.
<</switch>>\
[[Ask about the thief|gravethief]]
[[Ask about the ancient warrior|gravebackstory]]
[[Head to the Warrior's tomb|tombentrance]]
<<if $swordrecipe && $silver >= 5000 && $ruby >= 1>>\
<<link [[Give the village elders the resources required to craft a new sword for the Warrior (5000 silver, 1 ruby)|gravegive]]>><<set $silver -= 5000>><<set $ruby -= 1>><</link>>
<<elseif $swordrecipe && $silver >= 5000>>\
Give the village elders the resources required to craft a new sword for the Warrior (5000 silver, <span class = "red">1 ruby</span>)
<<elseif $swordrecipe && $ruby >= 1>>\
Give the village elders the resources required to craft a new sword for the Warrior (<span class = "red">5000 silver</span>, 1 ruby)
<<elseif $swordrecipe>>\
Give the village elders the resources required to craft a new sword for the Warrior (<span class = "red">5000 silver, 1 ruby</span>)
<<else>><</if>>\
[[Return to town|$currentisland]]
You ask about the thief the villagers mentioned.
"He caused all of this," one of the elders replies. "That fool went to the valley and stole a sword of gold from the ancient warrior's tomb, angering the spirit. The thief was not one of us; he came from another island. Guards caught him in the harbour, as he was boarding the ship, but they didn't recover the sword; the thief has already smelted the golden blade and sold the gold, and the ruby from the sword's pommel, to someone – to whom, he wouldn't say. We begged the town council for help, but they told us the case is closed – the thief was caught, and the sword was no one's property, so no one deserves compensation. The wouldn't believe our story about the spirit. Now the thief is safe in town jail, and we're getting slaughtered by the being he angered."
Many bitter voices confirm that it is indeed what happened.
"We believe that forging a new sword, as beautiful as the one stolen, and bringing it to the tomb, could appease the vengeful spirit, but we are too poor to afford that. We started thinking about abandoning our village," the elder says, tears of despair glistening in his eyes.
[[Ask about the materials needed to recreate the sword|swordmaterials]]
[[Back|robbedgravestart]] <<switch visited()>><<case 1>>\
You ask the villagers about the ancient warrior – who he was, and why he was buried in the valley nearby. No one is able to answer your questions, though everybody knows that the warrior was someone important and powerful.
Eventually, a very small, very old woman comes forward, supporting herself on two walking sticks.
<<default>>\
A very old woman tells you the ancient warrior's story:
<</switch>>\
"I remember," she says. "My mother told me the story when I was a small child. The warrior from the tomb had been a great champion of the Southern Empire, long before it fell. But his fate was tragic. He was the Empress's favourite general, but his enemies convinced her he was a traitor. She couldn't bear to sentence him to death, so she exiled him to $currentislandname, which was a wild place back then, far from civilised lands. The warrior honoured his Empress's orders and spent the rest of his days here, helping local people and defending them from monsters and bandits, until disease took his life. Shortly before he died, the Empress learned the truth: that her champion had been falsely accused. She went to $currentislandname in person, to bring him back with her and restore him to his rightful place by her side, but alas, he passed away the day before she arrived. The Empress lamented his death, and her own lack of faith in him. She ordered the construction of a magnificent tomb on $currentislandname, to stand as a monument to the warrior, and she laid a sword of gold at the dead champion's feet, to symbolise his restored honour. That's the story my mother told me, and I always wept at the warrior's sad fate, and at how he died convinced the Empress believed him a traitor."
[[Back|robbedgravestart]]
You head to the tomb in the rocky valley.
<<if not $tombvisited>>\
You enter the tomb. It seems empty, but you can sense an ominous presence in the air. The tomb consists of a short corridor, leading to a large burial chamber with a simple stone sarcophagus. On the lid of the sarcophagus a spot free of dust shows where the stolen sword was lying.
As you look at the sarcophagus, you suddenly hear a booming voice:
"Traitor! Did you come to mock me as well? Is it not enough that you stripped me of my honour and destroyed Her Grace's trust in me?"
An apparition of a man clad in heavy armour, as tall as a giant, materialises in front of you! You sense immense anger and despair emanating from the spectre.
"I shall slay every last one of you!" it shouts.
The Avatar attacks you!
<<else>>\
As you enter the burial chamber, the Avatar appears before you, brandishing a spectral sword.
"Another traitor!" he shouts. You see he doesn't remember or recognise you. "I shall slay every last one of you!".
The Avatar attacks you!
<</if>>\
<<link [[Fight!|Combat]]>><<set $tombvisited to true>><<set $enemy to setup.avatar>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "avatarescaped">><<set $winroom to "avatarwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $tombvisited to true>><<set $enemy to setup.avatar>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "avatarwin">><<set $playermessage to "">><</link>>
<</if>>
You take the 5000 pieces of silver and a ruby, and give them to the village elders, saying they should use them to forge a new sword for the ancient warrior.
The villagers are utterly taken aback by your generosity. At first, they have difficulty believing you are really going to give them all this; after you've confirmed many times that it is indeed your intention, they thank you profusely, with tears in their eyes.
"We'll never be able to repay you, generous stranger! Please, tell us your name, so we can praise you and pray for you!"
You tell the villagers that your name is $playername.
The very same day a group of village elders heads to the harbour town, and they invite you to accompany them. They take what you gave them to a blacksmith, who's beyond surprised, but doesn't ask many questions; instead, he buys enough gold from merchants to forge a ceremonial sword and gets down to work.
Two days later he's finished. He hands the elders a beautiful, if unfit for combat, weapon. People from all over the town come to wonder at the golden sword, and you have to stay on your guard not to get robbed.
You return to the village; everyone comes out to meet you. People are glad you returned, but their joy is mixed with tears: last night, the restless spirit killed another person.
"If the Warrior isn't appeased by our offering, we're doomed," the elders say. "Please, $playername, take the sword to the tomb. We'll pray for your safe return."
[[Go to the ancient warrior's tomb|graveend1]]<<set $swordrecipe to true>>\
"We found the best blacksmith in town and asked him to recreate the sword," the elder explains. "We described it in detail – many of us went to the tomb in the valley as children to look at it, but we knew better than to steal it! – and he said it can be done, but we must bring him 5000 pieces of silver and a ruby. We'll never gather this much money, not to mention a gemstone. And so, the warrior will continue killing, unless we leave our homes and land..."
[[Back|robbedgravestart]] <<set $avatarstone += 1>>\
You take the golden sword to the tomb in the rocky valley.
The tomb looks empty, but you sense an ominous presence in the air.<<if $tombvisited>> You steel yourself, knowing the Avatar may appear and attack you at any moment.<</if>>\
You walk to the warrior's grave and place the golden sword on the stone sarcophagus. When the shining blade touches the stone, <<if $tombvisited>>the Avatar<<else>>an enormous silhouette clad in armour<</if>> materialises in front of you.
"My honour has been returned to me, for the second time," the apparition says, its voice deep like the sound of a giant brass bell. "I now remember. In my anger, I've slain many who didn't deserve death; without the blade Her Grace bestowed upon me, my mind was clouded by madness. I was lost in a dark world, where all faces were faces of my old enemies, mocking me. I relived all of my pain and humiliation, and anger transformed me. But now... now I see the truth. The sword is different, but the intention the same: to right the wrongs, and restore my dignity. Thank you, kind traveller, for helping a lost soul who's wrought much evil upon the innocent. I can only hope they will forgive me..."
The apparition's sorrowful voice grows weaker as its giant silhouette starts shrinking down to human size.
"For helping me, traveller, take this. It contains a piece of my power I no longer need. Put it to a better use than I did..."
With these words, the spectre is gone, and only a small glowing crystal is left on the ground where it was standing. You pick it up and sense an immense power pulsating within.
<span class = "gold">You received the Avatar Stone!</span>
[[Continue|graveend2]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 1000>><<set $exptotal += 1000>><<set $renown += 2>>\
You leave the tomb and head back to the village, bearing the good news: the restless warrior's soul was put to rest by the offering and will no longer haunt the village.
The villagers are overjoyed and thank you for what you've done.
"It is all thanks to you, $playername!" one of the elders says. "Without your noble, selfless help, the spirit wouldn't have been appeased. We can't repay you, but we will spread the word about your great deed! And from now on, we will be the guardians of the Warrior's tomb. Just as he protected common folk, we'll watch over his place of rest."
<span class = "gold">You gained 1000 EXP!
Your renown goes up by 2!</span>
You spend some time in the village, taking part in merry celebrations. Eventually, you head back to town, with everyone bidding you a warm farewell.
<<link [[Continue|$currentisland]]>><<unset $tombvisited, $swordrecipe>><</link>>
<<set $avatarstone += 1>>\
The defeated Avatar shrinks down to human size. He slowly stands up and looks at you. You no longer sense any anger emanating from its spectral form.
"My hatred... broken" he says. "I now remember. In my anger, I've slain many who didn't deserve death; without the blade Her Grace bestowed upon me, my mind was clouded by madness. I was lost in a dark world, where all faces were faces of my old enemies, mocking me. I relived all of my pain and humiliation, and anger transformed me. But now... now I see the truth. You defeated me and destroyed my hatred. Thank you... thank you, brave warrior... I will rest now. Even without the golden blade, I now remember the Empress, and that she learned the truth. I only hope the innocent I harmed will be able to forgive me..."
The apparition's sorrowful voice grows weaker.
"For helping me, bold warrior, take this. It contains a piece of my power I no longer need. Put it to a better use than I did..."
With these words, the spectre is gone, and only a small glowing crystal is left on the ground where it was standing. You pick it up and sense an immense power pulsating within.
<span class = "gold">You received the Avatar Stone!</span>
[[Continue|avatarwin2]]You leave the tomb and the valley behind and hurry back to the village. The Avatar doesn't chase after you.
The villagers tell you you were lucky to survive your encounter with the ancient warrior's spirit.
"He cannot be defeated!" someone cries. "We're doomed!"
[[Continue|robbedgravestart]]<<silently>><<finishquest>><</silently>>\
<<set $renown += 2>>\
You leave the tomb and head back to the village, bearing the good news: you defeated the restless spirit, who will no longer attack the villagers. You also tell the villagers that when the ancient warrior regained his memories, he was deeply sorry for the death and destruction he caused.
The villagers are beyond surprised when they learn you defeated the Avatar. Everyone believed that the ancient spirit cannot be taken down in combat. People are overcome with joy; they sing your praises and celebrate.
"You saved us all, $playername!" one of the village elders says. "You are a great and noble warrior. We can't repay you, but we will spread the word about your deed! And from now on, we will be the guardians of the warrior's tomb. Just as he protected common folk, we'll watch over his place of rest, to make sure it's never disturbed again."
<span class = "gold">Your renown goes up by 2!</span>
You spend some time in the village, taking part in merry celebrations. Eventually, you head back to town, with everyone bidding you a warm farewell.
<<link [[Continue|$currentisland]]>><<unset $tombvisited, $swordrecipe>><</link>><<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You find the story about the golden chalice interesting – people speculate that it was worth a lot of money. Some pity the fisherwoman who lost it, others – envious of her find – are happy she didn't get to keep it.
You travel to the seaside village where the fisherwoman lives. She's out at sea when you arrive, but from her neighbours you learn more details about the chalice.
Apparently, it got caught in the woman's net. The excited fisherwoman couldn't believe her own luck; she brought the beautiful golden vessel home and showed it to other villagers. She wanted to travel to town the next day to sell the chalice.
However, the news about her find reached the ears of a local noble, who heard about the rare beauty of the chalice and decided he wanted it for himself. Claiming that the chalice was found on his land, he sent armed guards to the fisherwoman's hut, which stands atop a seaside cliff. When the woman saw them approaching, she flung the chalice out of her window, to the ocean below.
She then claimed she never had the chalice; the guards didn't believe her and turned her hut upside down searching for it, but had to leave empty-handed. The fisherwoman tried to recover the chalice, but never found it; it must have gotten carried away by waves.
The noble was furious when he learned what happened; he promised a reward to anyone who brings him the chalice he now desired more than ever, but no one could find it.
<<default>>\
You travel to the village of the fisherwoman who found the golden chalice.
[[Ask the villagers to remind you how the fisherwoman found and lost the chalice|chalicestoryrepeat]]
<</switch>>\
[[Search the beach below the fisherwoman's hut|searchbeach]]
[[Return to town|$currentisland]]
A beautiful golden chalice you found in a seaside cave.
<a class="link-internal ui-close">Close</a>The villagers tell you that the beautiful golden chalice got caught in the fisherwoman's net. The excited woman couldn't believe her own luck; she brought the vessel home and showed it to other villagers. She wanted to travel to town the next day to sell the chalice.
However, the news about her find reached the ears of a local noble, who heard about the rare beauty of the chalice and decided he wanted it for himself. Claiming that the chalice was found on his land, he sent armed guards to the fisherwoman's hut, which stands atop a seaside cliff. When the woman saw them approaching, she flung the chalice out of her window, to the ocean below.
She then claimed she never had the chalice; the guards didn't believe her and turned her hut upside down searching for it, but had to leave empty-handed. The fisherwoman tried to recover the chalice, but never found it; it must have gotten carried away by waves.
The noble was furious when he learned what happened; he promised a reward to anyone who brings him the chalice he now desired more than ever, but no one could find it.
[[Back|fisherwomansfindstart]] You walk down a cliffside path to a narrow gravel beach. You can see the tall cliff and the fisherwoman's hut high above.
The chalice must have landed somewhere here after the woman flung it out of her window, but, of course, you can't see it anywhere.
To your left, the beach gradually widens. There's also a small pier and some fishing boats in that direction. To your right, the narrow beach runs around a protrusion in the cliff face, which obscures its farther part from view.
[[Search the beach near the pier|chalicepier]]
[[Go right along the cliffside|chalicecave]]
[[Go back to the village|fisherwomansfindstart]]
[[Return to town|$currentisland]]
You spend some time walking near the pier, but all you find are some small seashells.
[[Back|chalicebeach]]You walk along the cliffside until you reach the end of the narrow beach. You climb over the large rocks blocking your way and discover the entrance to a small seaside cave!
You enter the cave, wading in ankle-high water. Soon, you spot a small niche in the wall, and in the niche there's something that glints with gold!
You pick up the golden object and remove the strands of seaweed that were wrapped around it. Now you can be sure – it's the beautiful golden chalice the fisherwoman found, then lost.
Only one question remains: what are you going to do with it?
[[Keep the chalice|chalicekeep]]
[[Give the chalice to the fisherwoman|chalicewoman]]
[[Give the chalice to the local lord|chalicelord]]
You're on a narrow strip of gravel beach. You can see the tall cliff and the fisherwoman's hut high above.
The chalice must have landed somewhere here after the woman flung it out of her window, but, of course, you can't see it anywhere.
To your left, the beach gradually widens. There's also a small pier and some fishing boats in that direction. To your right, the narrow beach runs around a protrusion in the cliff face, which obscures its farther part from view.
[[Search the beach near the pier|chalicepier]]
[[Go right along the cliffside|chalicecave]]
[[Go back to the village|fisherwomansfindstart]]
[[Return to town|$currentisland]]
<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $beautifulchalice += 1>>\
You decide to keep the chalice you found. It is of rare beauty and must be worth a nice sum of money.
<span class = "gold">You received the Beautiful chalice!
You gained 200 EXP!</span>
You take your find and head back to town.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>>\
You wait for the fisherwoman to return to her hut in the evening. You then pay her a visit and give her the chalice, explaining where you found it.
The poor woman can hardly believe her own eyes.
"It's really it! I thought it was long gone, swept away by the ocean! And... you want to give it back to me?"
You nod and say that, after all, she found it first.
The woman thanks you profusely, tears welling in her eyes.
"You have my deepest gratitude, $playername!" she says. "I never imagined people could be so kind and generous. I'll head to town immediately and sell it. I'll be able to fix my boat now – buy new hooks and lines – even a new pair of shoes! Thank you, thank you, thank you, $playername! I'm going to tell everyone about your generosity!"
<span class = "gold">Your renown goes up by 1!
You gained 200 EXP!</span>
You bid farewell to the fisherwoman and head back to town.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $silver += 1000>>\
You decide to give the chalice to the nobleman who's offering a reward for finding it.
You head to the noble's estate and inform his guards that you wish to collect the reward. The nobleman comes to see you personally; he's smirks with satisfaction as you hand him the beautiful golden vessel. He caresses it for a moment, then gives it to one of his servant, ordering that it be placed with other items in "the collection".
"Thank you," he says to you. "I couldn't sleep knowing that a thing of such beauty was found on my land, and I didn't have it. Here's your reward."
<span class = "gold">You received 1000 pieces of silver!
You gained 200 EXP!</span>
You take the money and head back to town.
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You arrive at the market square in the port town, where the tournament is going to take place. The arm-wrestling won't start in a while, but the square is already crowded with viewers, as well as food and drink vendors.
On a large, wooden platform in the centre of the square people are signing in to participate in the contest. You see soldiers, townsfolk and sailors, many of whom look really strong. They are standing in line, talking, flexing their muscles or insulting each other.
<<default>>\
You're at the market square in the port town. The preparations for the arm-wrestling tournament are still underway. The audience are placing bets and discussing the chances of various participants. The registration remains open.
<</switch>>\
[[Leave the market square|$currentisland]]
[[Sign in for the tournament|tournamentsignin]]<<if $signedinbefore>>\
"Oh, you're back!" the organisers say. "Have you changed your mind about participating? You can still join; all you need to do is to sign your name here and pay 100 pieces of silver."
<<else>>\
You stand in line and wait for your turn to talk to the contest organisers: a middle-aged couple. Both the man and the woman are short, plump and smiling.
"Haven't seen you in town before," the woman says. "Are you a traveller? It's good to know news of our arm-wrestling contest have reached other islands!"
"I'm sure you're already imagining what to do with the main prize," her husband adds. "But winning won't be easy, you know! Our reigning champion, Gruuk, has remained undefeated for ten years straight! <<if $brawn == 0>>And, pardon me for saying that, but you don't seem strong at all. I don't think you could even beat my wife! Are you sure you want to participate?"<<elseif $brawn == 1>>And, pardon me for saying that, but you don't seem especially strong in the arms. Most of our contestants are much brawnier! Are you sure you want to participate?"<<elseif $brawn == 2>>Though you do look quite strong – but so do most of our contestants. The competition is going to be fierce this year!"<<elseif $brawn == 3>>Though you do look strong. I think you can get far in the tournament if you give it your all!"<<elseif $brawn == 4>>Though, I must admit, you do look remarkably strong. Stronger than most other contestants. Who knows, maybe you'll even beat Gruuk?"<<elseif $brawn == 5>>The man pauses, eyeing you uneasily. "I must say, you look monstrously strong. But looks are not everything, right?"<</if>>
"Now, to take part in the tournament," the woman says, "you need to sign your name here and pay 100 pieces of silver."
<</if>>\
[[Don't sign in|tournamentresign][$signedinbefore to true]]
<<if $silver >= 100>>\
[[Sign in (100 silver)|signin][$silver -= 100]]
<<else>>\
Sign in <span class = "red">(100 silver)</span>
<</if>>"We understand," the man says, as you step down from the platform. "Arm-wrestling is not for everyone. Come back if you change your mind – there's still time to register!"
[[Continue|armwrestlingstart]]"Thank you, $playername," the woman says after collecting money from you and watching you sign your name on a long roll of paper, with many other names already scrawled above. "Good luck in the contest! We'll let you know when it's your turn. Give it your all, and don't worry. I'll be rooting for you!"
"You tell that to everyone, honey," the man sighs.
"And I mean it, darling! I want every single one of our lovely contestants to do well, even if only Gru- I mean, only one person can win in the end!"
A young man who's helping the organisers escorts you to a long bench where other participants are already seated. Tables are brought onto the platform; even more audience flocks to the market square as criers announce that the Grand Annual $currentislandname Arm-Wrestling Contest is about to begin.
Four pairs are competing at a time; you're not among the first eight, so you can sit and watch them. One man catches your attention: a giant in a blacksmith's apron, who pins his opponent's arm in just a few moments, and without any visible effort.
You also notice Gruuk the troll, the reigning champion, is nowhere to be seen.
[[Wait for your turn|firstround]]
[[Ask about Gruuk|gruukask]]<<set $gaveall to false>>\
Finally, it's your turn! The announcer calls out your name, among seven others. You all step onto the platform and sit down in pairs, opposite each other.
<i>In the tournament, you'll compete against a series of opponents. You'll have a chance to use the "Give it your all!" option to gain a bonus to your result for a round, but beware! Such a feat of strength is exhausting and you'll only be able to use it once in the entire tournament.</i>
"Give these brave folks a round of applause!" the announcer cries. Some of the audience cheer, but most are busy talking or eating. It looks like the viewers are not that interested in the early rounds of the tournament.
Your first opponent is <<if $gruukasked>>the fisherwoman you talked with a moment ago <<else>>a thin fisherwoman who sat next to you on the waiting bench<</if>>.
You shake the woman's hand, then you both assume the arm-wrestling position.
"Aaaand… begin!" the announcer cries.
<<link "Wrestle!">><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<if $wrestleroll >= 3>><<goto "firstroundwin">><<else>><<goto "firstroundlose">><</if>><</link>>
<<link "Give it your all!">><<set $gaveall to true>><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<set $wrestleroll += 2>><<if $wrestleroll >= 3>><<goto "firstroundwin">><<else>><<goto "firstroundlose">><</if>><</link>><<set $gruukasked to true>>\
You ask the people sitting next to you about Gruuk. One of them, a thin fisherwoman, turns out to be a veteran of the competition.
"I'm doing it for fun," she admits. "Never got far in the tournament, but it's nice being on the stage and hearing your name announced by the organisers. But I'm glad I never wrestled against Gruuk. I'm quite sure he would rip my arm out of its socket! I think that's why he only ever appears in the final round, against the best human competitor, who's strong enough to not get hurt too much."
[[Wait for your turn|firstround]]<<if $wrestleroll < 5>>\
You arm-wrestle the thin fisherwoman, who doesn't look strong, but gives it her all. You struggle for a while, until you manage to pin her, not without significant effort.
"Aaand… $playername advances to the second round!" the announcer cries.
The fisherwoman doesn't seem too upset at her loss.
"That's the fourth year in a row I'm eliminated in my first fight," she admits. "But I still had fun. Good luck against your next opponent!"
<<else>>\
You arm-wrestle the thin fisherwoman, who's not very strong. You pin her easily after a brief struggle.
"Aaand… $playername advances to the second round!" the announcer cries.
The fisherwoman doesn't seem too upset at her loss.
"That's the fourth year in a row I'm eliminated in my first fight," she admits, breathing heavily and rubbing her arm. "But I still had fun. Good luck against your next opponent!"
<</if>>\
[[Wait for the next round|secondround]]<<set $exp += 100>><<set $exptotal += 100>>\
You arm-wrestle the thin fisherwoman, who doesn't look strong, but somehow still manages to pin you. Maybe it's her superior technique, or your bad luck… or maybe arm-wrestling tournaments are simply not for you.
Your opponent seems ecstatic at her victory.
"That's the first time in four years I'm advancing to the next round!" she exclaims. "Oh, you did well, too. Don't worry!"
<span class = "gold">You gained 100 EXP!</span>
You step down from the platform, together with other defeated participants. You can now stay and watch the rest of the tournament, or leave.
[[Stay|stayandwatch]]
[[Leave|leaveafterlosing]]You decide to stay for a while and watch the rest of the tournament. You find a good spot near the stage and grab the free drink a street vendor offers to all eliminated contestants.
The competition goes on and soon only one participant is left – Algernon, the giant blacksmith who caught your attention earlier. The man is incredibly strong; his technique's good, too.
[[Continue|stayandwatchctd]]
<<silently>><<finishquest>><</silently>>\
You turn and leave the market square and the cheering crowds. The competition continues, but you're not interested in just watching others arm-wrestle.
<<link [[Continue|$currentisland]]>><<unset $gruukasked, $wrestleroll, $gaveall, $signedinbefore>><</link>>In your next round you're pitted against a soldier. He's old, but tall and broad-shouldered.
He greets you with a curt nod. As you wait for the announcer's sign, you notice the audience are much more focused on the stage than in the preliminary rounds. Only the two of you are competing now as well.
"Aaaand… begin!" the announcer cries.
<<link "Wrestle!">><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<if $wrestleroll >= 4>><<goto "secondroundwin">><<else>><<goto "secondroundlose">><</if>><</link>>
<<if $gaveall != true>>\
<<link "Give it your all!">><<set $gaveall to true>><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<set $wrestleroll += 2>><<if $wrestleroll >= 4>><<goto "secondroundwin">><<else>><<goto "secondroundlose">><</if>><</link>>
<</if>><<if $wrestleroll < 6>>\
You struggle against the soldier, who's surprisingly strong for his old age. His technique is good, too, but yours turns out to be better; for a long time, it looks like you're evenly matched, but eventually, with one final effort you manage to pin him down.
The soldier nods again.
"You're not bad at all," he says and steps down from the platform.
"Did you see that?" the announcer cries. "$playername has just advanced to the semi-final round!"
<<else>>\
You wrestle with the soldier. He’s surprisingly strong for his old age, but not nearly as strong as you. You pin him down after a short struggle.
The soldier huffs, exhausted, and nods again.
"You’re really good," he says. "I hope you beat the troll".
He steps down from the platform.
"Did you see that?", the announcer cries. "$playername has just advanced to the semi-final round!"
<</if>>\
[[Wait for the next round|thirdround]]<<set $exp += 200>><<set $exptotal += 200>>\
You struggle against the soldier, who's surprisingly strong for his old age. His technique is good, too; you resist as much as you can, but eventually, he pins you down.
He nods again, this time with a smile.
<span class = "gold">You gained 200 EXP!</span>
You step down from the platform. You can now stay and watch the rest of the tournament, or leave.
[[Stay|stayandwatch]]
[[Leave|leaveafterlosing]]Waiting for the final round, you watch Algernon the Blacksmith, who seems to be a crowd favourite, easily pin his opponent. Without waiting for the announcer's call, he then beckons you to come to the stage.
"Let's get this over with!" he bellows. "I have a troll to beat!"
The audience explode with cheering and whistling.
"That's it, folks!" the announcer says. "In just a moment, we'll see who'll get the chance to test their brawn against our undefeated champion, Gruuk. Will it be our very own blacksmith, the mighty Algernon? Or $playername, a traveller from afar, who surprised us all with incredible feats of strength?"
You sit down opposite of Algernon. The blacksmith smiles grimly as he grabs your hand.
"Aaand… begin!"
<<link "Wrestle!">><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<if $wrestleroll >= 5>><<goto "thirdroundwin">><<else>><<goto "thirdroundlose">><</if>><</link>>
<<if $gaveall != true>>\
<<link "Give it your all!">><<set $gaveall to true>><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<set $wrestleroll += 2>><<if $wrestleroll >= 5>><<goto "thirdroundwin">><<else>><<goto "thirdroundlose">><</if>><</link>>
<</if>><<set $exp += 300>><<set $exptotal += 300>>\
As soon as the announcer starts the fight, Algernon starts pushing with terrible strength. The man's muscles seem to be made of the same iron he works in his smithy. The crowd goes wild, clapping and cheering.
You resist with all your might, but it's not enough. After a short struggle, the blacksmith pins you.
"Aaand… the winner is Algernon! That was some arm-wrestling, folks!", the announcer cries. "$playername, well done for getting so far. You really impressed us! You can rest now, while Algernon prepares for his biggest challenge yet. Will he be able to defeat Gruuk the troll and claim the grand prize?"
<span class = "gold">You gained 300 EXP!</span>
You step down from the platform. You can now stay and watch the rest of the tournament, or leave.
[[Stay|stayandwatch2]]
[[Leave|leaveafterlosing]]<<if $wrestleroll < 7>>\
As soon as the announcer starts the fight, Algernon starts pushing with terrible strength. The man's muscles seem to be made of the same iron he works in his smithy. The crowd goes wild, clapping and cheering.
You resist with all your might. Your arms seem frozen in place for a long time. Algernon tries to tire you out and for a while it looks like he might succeed, but the giant blacksmith also grows weaker as you struggle. Finally, with immense effort, you manage to overpower and pin him!
There's a look of disbelief on Algernon's face as he realises he's just lost.
"Aaand… the winner is $playername! That was some arm-wrestling, folks!", the announcer cries. "Algernon, well done for getting so far. We're not surprised you did! Who knows, maybe next year you'll do even better? Anyway, you can rest now, while $playername prepares for the final fight against Gruuk, the undefeated champion, for the grand prize of 3000 pieces of silver!"
The crowd cheers for you while you take a moment to catch your breath after the exhausting match against Algernon.
<<else>>\
As soon as the announcer starts the fight, Algernon attacks with terrible strength. The man's muscles seem to be made of the same iron he works in his smithy. The crowd goes wild, clapping and cheering.
Algernon's strong, but you resist. Your arms seem frozen in place for a long time, then you start pushing back. The blacksmith's arm gets closer and closer to the table, until, with one final effort, you pin him!
There's a look of disbelief on Algernon's face as he realises he's just lost.
"Aaand… the winner is $playername! That was some arm-wrestling, folks!", the announcer cries. "Algernon, well done for getting so far. We're not surprised you you did! Who knows, maybe next year you'll do even better? Anyway, you can rest now, while $playername prepares for the final fight against Gruuk, the undefeated champion, for the grand prize of 3000 pieces of silver!"
The crowd cheers for you while you take a moment to catch your breath after the exhausting match against Algernon.
<</if>>\
<<if $brawn == 5>>\
[[Wait for the final round against Gruuk|throwattempt]]
<<else>>\
[[Wait for the final round against Gruuk|finalround]]
<</if>>\While you're resting on the bench, one of the main organisers, whom you haven't seen in a while, appears. The short woman waves at the crowd, says something about how great the final match will be, then approaches you hurriedly.
"Well done, $playername! You really are strong, pinning good old Algernon like that. Maybe that's because I was rooting for you? Anyway, a short break is in order before the final round, and we'd like to introduce you to Gruuk before you face each other. Come, come, this way!"
[[Continue|throwtavern]]After a short break the audience use to buy more food and drink from the street vendors, the announcer calls for Gruuk to appear.
You watch with surprise as a troll walks out from a nearby tavern and hops onto the stage. The green-skinned, hulking beast is clad in garish clothes, fitting for a court jester. He waves at the crowd, then roars and flexes his muscles. <<if $trollincodex || $trollberserkerincodex>>Though, you can't help but notice, he's not as big as the wild trolls you fought before.<</if>>
You and Gruuk sit down opposite each other. The crowd goes wild as the announcer talks at length about the troll's string of victories and his legendary strength.
"Will $playername be the first one to best our champion? We shall see! On my mark… begin!"
<<link "Wrestle!">><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<if $wrestleroll >= 6>><<goto "finalroundwin">><<else>><<goto "finalroundlose">><</if>><</link>>
<<if $gaveall != true>>\
<<link "Give it your all!">><<set $gaveall to true>><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<set $wrestleroll += 2>><<if $wrestleroll >= 5>><<goto "finalroundwin">><<else>><<goto "finalroundlose">><</if>><</link>>
<</if>>The organiser takes you to a nearby tavern, which has been closed for regular patrons. In the dimly lit main room there's only the short man – her husband, a troll in a garish outfit <<if $trollincodex || $trollberserkerincodex>>who, you can't help but notice, is not as big as the wild trolls you fought before, <</if>>and the bartender.
"Can Gruuk get drink?" the troll asks, but the short man shakes his head and scowls. Gruuk sighs.
The woman motions you to sit down.
"As I said, you're very, very strong," she says, the smile gone from her face.
"Strong enough to beat Gruuk," her husband adds.
"Gruuk strongest!" the troll argues. The organisers brashly tell him to stay silent.
"The problem is, we don't want Gruuk to be beaten," the man continues.
"You see, this tournament is our livelihood. Our big show. And Gruuk has been our star for ten years. People from the entire $currentislandname flock to see him win every time. If he loses…"
"It's over for us," his wife finishes. "They won't need us and Gruuk anymore. Without the exotic, unbeatable champion our tournament won't be better than any old arm-wrestling competition."
"Gruuk no lose!" the troll shouts angrily, but is silenced again. Strangely, he's completely obedient towards the couple.
"So, in short, we really want Gruuk to win," the man says. "But, we've seen your matches and are pretty sure you're stronger than him. The thing is… luck also plays a part in arm-wrestling, right? So, if Gruuk was to get lucky and defeat you… we're willing to make you a present of 5000 pieces of silver. That's more than the grand prize. Well… do you want to get that present?"
[[Agree to throw the match|throwagree]]
[[Refuse to throw the match|throwrefuse]]<<silently>><<finishquest>><</silently>><<set $silver += 5000>><<set $exp += 400>><<set $exptotal += 400>>\
The couple beams at your response.
"Thank you!" the woman says. "It means a world to us. We'll be able to stay in business!"
A moment later, you and Gruuk walk to the stage and sit down opposite each other. The crowd goes wild as the announcer talks at length about the troll's string of victories and his legendary strength.
"Will $playername be the first one to best our champion? We shall see! On my mark… begin!"
You start wrestling against Gruuk. He's powerful, sure, but not as strong as you'd expected based on everything you've heard. You're pretty sure you could defeat him. But still… a deal's a deal.
You keep resisting for a while, not to appear suspicious, until finally you let the troll pin you. Gruuk is ecstatic; he jumps from his seat and starts dancing on the stage.
"Aaand… what a match that was!" the announcer cries. "Incredible! Amazing! Our beloved champion, Gruuk, wins again, but he's never been so close to losing!"
As the viewers cheer for Gruuk and laugh at his antics, you're quickly forgotten. The organisers appear and quietly usher you off the stage.
"Thanks for keeping your part of the deal," the man says. "Now we're keeping ours."
The woman hands you a heavy bag of coins.
<span class = "gold">You received 5000 pieces of silver!
You gained 400 EXP!</span>
With the arm-wrestling tournament over, you take your money and leave the market square.
<<link [[Continue|$currentisland]]>><<unset $gruukasked, $wrestleroll, $gaveall, $signedinbefore>><</link>>You straight out refuse the couple's offer, telling them it's about something more than money. They seem worried by your answer, but try to cheer each other.
"I'm sure Gruuk can do this," the woman says, patting the troll on the shoulder. "He's stronger than we think, he's just never been pressured into giving it his all."
"Don't mention our little conversation to anyone," the man says. "After all, we were only speculating about luck and possibilities, right?"
"You make Gruuk parents sad!" the troll bellows at you as you get up to leave. "Gruuk crush you!"
"Easy now, easy," the woman murmurs, patting the troll again.
A moment later, the announcer calls your name. The final match is about to begin.
You and Gruuk walk to the stage and sit down opposite each other. The crowd goes wild as the announcer talks at length about the troll's string of victories and his legendary strength.
"Will $playername be the first one to best our champion? We shall see! On my mark… begin!"
<<link "Wrestle!">><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<goto "finalroundwin">><</link>>
<<if $gaveall != true>>\
<<link "Give it your all!">><<set $gaveall to true>><<set $wrestleroll to random(1,3)>><<set $wrestleroll += $brawn>><<set $wrestleroll += 2>><<goto "finalroundwin">><</link>>
<</if>><<silently>><<finishquest>><</silently>><<set $silver += 3000>><<set $exp += 400>><<set $exptotal += 400>><<set $renown += 1>>\
You and Gruuk start wrestling. The troll is… well, inhumanly strong, but you resist his brute power. Gruuk makes a surprised grunt when he realises you're holding your own against him.
The crowd claps and shouts the troll's name as he redoubles his efforts. You struggle for a long time; one moment Gruuk's having the advantage, the next moment you're pushing him back.
"What a match, folks!" the announcer cries.
Eventually, you sense that Gruuk tires. He is powerful, but his technique's lacking. You wait for the right moment, then with one mighty push you pin the troll's arm.
The crowd goes silent, then bursts with loud cheer.
The announcer looks surprised, but quickly regains his composure.
"Incredible!" he shouts. "I think no one expected this result, but there you go: $playername wins the $currentislandname Arm-wrestling Tournament! After ten years, Gruuk has been defeated!"
The troll is dumbfounded. He stares at his pinned arm in disbelief. When you release your grip, he hides his face in his hands and starts crying.
"Gruuk lose!" he sobs. "Parents angry at Gruuk!"
Then he notices the organiser couple, watching from down the stage. He jumps to his feet and runs to them, profusely apologising for losing the match.
The couple brashly order the troll to get back to the tavern. They, too, seem devastated by your victory.
But no one pays attention to Gruuk anymore. The audience are cheering for you and shouting your name. The organisers get onto the stage and somehow both manage to smile as they hand you the grand prize.
"Congratulations to our winner!" the man says. "I hope everyone enjoyed themselves!"
<span class = "gold">You gained 3000 pieces of silver!</span>
When you get off the platform, everyone wants to shake your hand or pat your back. You hear your name repeated over and over by the crowd. You'll be forever remembered as the one who beat a troll at arm-wrestling!
<span class = "gold">Your renown goes up by 1!
You gained 400 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $gruukasked, $wrestleroll, $gaveall, $signedinbefore>><</link>><<silently>><<finishquest>><</silently>><<set $silver += 1000>><<set $exp += 400>><<set $exptotal += 400>>\
You and Gruuk start wrestling. The troll is… well, inhumanly strong, and despite your best efforts, starts pushing your arm down. The audience claps and shouts his name.
After a while, Gruuk pins you.
The troll is ecstatic at his victory; he jumps from his seat and starts dancing on the stage.
"Aaand… what a match that was!" the announcer cries. "Incredible! Amazing! Our beloved champion, Gruuk, wins again, but he's never been so close to losing!"
As the viewers cheer for Gruuk and laugh at his antics, you're quickly forgotten. You get down from the stage, holding your aching arm to your chest.
As you're about to leave the town square, one of the tournament organisers chases after you.
"Wait, $playername!" the short woman cries, trying to catch up to you. "Your money! There's a prize for second place!"
She hands you a bag of coins.
<span class = "gold">You received 1000 pieces of silver!
You gained 400 EXP!</span>
The woman smiles at you.
"You did great! You even held your own against Gruuk. Come back next year, will you? Oh, but I must go and congratulate my dear little champion!"
She runs towards the square. You turn back and leave the port town. The tournament was quite an experience, and you even made some money. Not bad, indeed.
<<link [[Continue|$currentisland]]>><<unset $gruukasked, $wrestleroll, $gaveall, $signedinbefore>><</link>>You decide to stay for a while and watch the final fight. You find a good spot near the stage and grab the free drink a street vendor offers to all eliminated contestants.
[[Continue|stayandwatchctd]]<<silently>><<finishquest>><</silently>><<if $betgruuk>><<set $silver += 200>><</if>>\
The final match eventually starts. Gruuk walks onto to the stage to the applause of the viewers. He hops, roars and flexes his muscles. In his garish outfit, he would look almost comical, if he wasn't a huge and powerful monster. Eventually, he sits down opposite Algernon, who's looking grim and focused.
The crowd goes wild as the announcer talks at length about Gruuk's string of victories and his legendary strength.
"Will Algernon the blacksmith be the first one to best our champion? We shall see! On my mark… begin!"
The man and the troll start arm-wrestling. The match-up is even; for a long time, none can gain the upper hand. But eventually, the blacksmith starts to tire. His arm trembles as he tries to resist the troll's brute strength.
"Gruuk best!" the troll bellows and, finally, pins his opponent down.
Algernon shakes his head, breathing heavily.
The troll is ecstatic at his victory; he jumps from his seat and starts dancing on the stage.
"Aaand… what a match that was!" the announcer cries. "Incredible! Amazing! Our beloved champion, Gruuk, wins again, but he's never been so close to losing!"
The crowd claps as Gruuk dances on the stage.
<<if $betgruuk>>\
As the viewers cheer for Gruuk and laugh at his antics, you cash in your green ticket and receive 200 pieces of silver.
<</if>>
With the tournament over, you leave the port town.
<<link [[Continue|$currentisland]]>><<unset $gruukasked, $wrestleroll, $gaveall, $signedinbefore, $betgruuk, $betalgernon, $betplaced, $tavernvisited>><</link>>You enter the tavern, unnoticed, and hide in a shadowy corner.
In the dimly lit main room there's only the short man – the organiser, a troll in a garish outfit <<if $trollincodex || $trollberserkerincodex>>who, you can't help but notice, is not as big as the wild trolls you fought before, <</if>>and the bartender.
"Can Gruuk get drink?" the troll asks, but the short man shakes his head and scowls. Gruuk sighs.
"You know you get weak and sleepy when you drink, Gruuk. If you have even a drop of alcohol now, the blacksmith's going to beat you, and we will be angry with you," the man says. "Now, stay here and be good. I'm going to bring some food."
He heads for the door without noticing you. Before leaving, he turns to the bartender and shouts:
"Remember! No drinks, even if he starts crying!"
Gruuk is left alone at the table. He looks like he's trying to focus, and mumbles "Gruuk beat blacksmith!" over and over again. Still, he can't help but cast wistful looks at the bartender.
[[Offer to buy Gruuk a drink|gruukdrink]]
[[Leave the tavern|tavernout]]The man in the booth explains you can buy a ticket for 100 pieces of silver, betting on either Gruuk or Algernon to win the final match. Bets placed on Gruuk, the favourite, will pay back 200 silver if he wins; betting for Algernon can earn you 2000 silver if he triumphs, which, the man adds, "with all due respect, is rather unlikely".
<<if $silver >= 100>>\
[[Place a bet on Gruuk (100 silver)|betgruuk][$silver -= 100]]
<<else>>\
Place a bet on Gruuk <span class = "red">(100 silver)</span>
<</if>>\
<<if $silver >= 100>>\
[[Place a bet on Algernon (100 silver)|betalgernon][$silver -= 100]]
<<else>>\
Place a bet on Algernon <span class = "red">(100 silver)</span>
<</if>>\
[[Back|stayandwatchctd]]
<<switch visited()>>\
<<case 1>>\
Soon, Algernon is going to face the famed Gruuk in the final match of the tournament, but first, a break is announced.
The viewers scramble to buy more food or drinks, but you also notice that some are placing bets at a small booth in the corner of the square.
You spot the wife from the organiser couple leaving a nearby tavern in a hurry. The entrance to the tavern is cordoned off with rope, but no one's guarding it.
<<default>>\
You're in the town square where the arm-wrestling competition is taking place. Currently, there's a break before the final round.
The audience are buying food and drink, or placing bets at a small booth in the corner of the square.
<</switch>>\
<<if $gruukdrunk>>\
[[Wait for the final match to start|finaldrunk]]
<<else>>\
[[Wait for the final match to start|watchfinal]]
<</if>>\
<<if $tavernvisited != true>>\
[[Sneak into the tavern|tavernsneak]]
<</if>>\
<<if $betplaced != true>>\
[[Place a bet|placebet]]
<</if>>\
<<set $betplaced to true>><<set $betgruuk to true>>\
You pay 100 pieces of silver and receive a green ticket.
[[Continue|stayandwatchctd]] <<set $betplaced to true>><<set $betalgernon to true>>\
You pay 100 pieces of silver and receive a red ticket.
[[Continue|stayandwatchctd]] <<set $tavernvisited to true>>\
Soon after you leave, the organiser couple return to the tavern, carrying some steaming hot buns and sausages.
You return to the centre of the town square.
[[Continue|stayandwatchctd]] You approach the bartender.
"You shouldn't be here," the man says. "They rented my whole tavern for today. But, you know, they don't pay me extra for keeping people out, so… you want a drink?"
You explain you don't want a drink, but would love to buy one for Gruuk. You remark how unhappy the troll looks and say some alcohol would surely cheer him up.
The bartender shakes his head.
"No way, my friend. Gruuk's owners don't let him drink. I'd love to cheer up the big guy as much as the next person, but I can't".
<<if $silver >= 100>>\
[[Offer 100 silver if he gives Gruuk a drink|drink100][$silver -= 100]]
<<else>>\
Offer <span class = "red">100 silver</span> if he gives Gruuk a drink
<</if>>\
<<if $trading >= 1 && $silver >= 50>>\
[[(Trading) Offer 50 silver if he gives Gruuk a drink|drink50][$silver -= 50]]
<<elseif $trading >= 1>>\
(Trading) Offer <span class = "red">50 silver</span> if he gives Gruuk a drink
<<elseif $silver >= 50>>\
<span class = "red">(Trading)</span> Offer 50 silver if he gives Gruuk a drink
<<else>>\
<span class = "red">(Trading)</span> Offer <span class = "red">50 silver</span> if he gives Gruuk a drink
<</if>>\
<<if $charisma >= 1>>\
[[(Charisma) Convince the bartender Gruuk really needs a drink|drinkcharisma]]
<<else>>\
<span class = "red">(Charisma)</span> Convince the bartender Gruuk really needs a drink
<</if>>\
[[Leave the tavern|tavernout]]<<set $gruukdrunk to true>><<set $tavernvisited to true>>\
The bartender is surprised by your offer, but when you show him the money, he doesn't hesitate for a moment.
"If you really want to cheer the troll up so much, who am I to stop you?"
<span class = "gold">You lost 100 pieces of silver!</span>
The bartender pours rum into a large mug and gives it to Gruuk. The troll beams when he sees the mug; without a word, he picks it up and downs the contents in one go. Then, he smiles as his head drops onto the table.
You leave before anyone can start asking you questions.
Soon after you leave, the organiser couple return to the tavern, carrying some steaming hot buns and sausages.
You head back to the centre of the town square.
[[Continue|stayandwatchctd]] <<set $gruukdrunk to true>><<set $tavernvisited to true>>\
The bartender is surprised, if not entirely convinced, by your offer, but when you explain you're only willing to overpay so much on a rare whim, which will go away soon, he doesn't hesitate.
"If you really want to cheer the troll up so much, who am I to stop you?"
<span class = "gold">You lost 50 pieces of silver!</span>
The bartender pours rum into a large mug and gives it to Gruuk. The troll beams when he sees the mug; without a word, he picks it up and downs the contents in one go. Then, he smiles as his head drops onto the table.
You leave before anyone can start asking you questions.
Soon after you leave, the organiser couple return to the tavern, carrying some steaming hot buns and sausages.
You head back to the centre of the town square.
[[Continue|stayandwatchctd]] <<set $gruukdrunk to true>><<set $tavernvisited to true>>\
You smile and tell the bartender you're Gruuk's biggest fan, and came from far away just to see him in the tournament. But now, you add, you're afraid the troll isn't going to give a good show; indeed, in his current mood, he's sure to lose.
The bartender gives Gruuk a long look, then nods.
"I think you're right," he says. "The guy needs some cheering up. But don't tell anyone."
The bartender pours rum into a large mug and gives it to Gruuk. The troll beams when he sees the mug; without a word, he picks it up and downs the contents in one go. Then, he smiles as his head drops onto the table.
You leave before anyone can start asking you questions.
Soon after you leave, the organiser couple return to the tavern, carrying some steaming hot buns and sausages.
You head back to the centre of the town square.
[[Continue|stayandwatchctd]] <<silently>><<finishquest>><</silently>><<if $betalgernon>><<set $silver += 2000>><</if>><<set $gruukislandname to $currentislandname>>\
The final match eventually starts. Gruuk staggers onto to the stage to the applause of the viewers. The crowds are so excited upon finally seeing the champion they don't notice he has difficulty walking straight. Gruuk attempts to roar and flex his muscles; the viewers clap and cheer, but you clearly see how weak and confused the troll is.
You catch a glimpse of the organiser couple next to the stage. They look devastated, but apparently can't call off the grand final match now.
Eventually, the drunk troll sits down opposite Algernon, who's looking grim and focused.
The crowd goes wild as the announcer talks at length about Gruuk's string of victories and his legendary strength.
"Will Algernon the blacksmith be the first one to best our champion? We shall see! On my mark… begin!"
The man and the troll start arm-wrestling.
For a short while, the match appears to be even, but Algernon quickly gains the upper hand, to the surprise of the viewers and the announcer. Gruuk's efforts to push back grow weaker and weaker, until eventually the blacksmith pins the troll down.
For a moment, the crowd is silent, dumbfounded at their beloved champion's loss. However, the viewers quickly find a new hero.
"Algernon! Algernon!" they shout. "The man who beat the troll! The legend!"
The blacksmith smiles and pumps his fist. Gruuk hides his face in his hands and starts crying.
"Gruuk lose!" he sobs. "Parents angry at Gruuk!"
Then he notices the organiser couple, watching from down the stage. He jumps to his feet and staggers towards them, profusely apologising for losing the match.
The couple brashly order the troll to get back to the tavern. They, too, seem devastated by the result of the match, but somehow they both manage to smile as they hand Algernon the grand prize.
"Congratulations to our winner!" the man says. "I hope everyone enjoyed themselves!"
<<if $betalgernon>>\
As the crowd goes wild for Algernon, you cash in your red ticket for a handsome sum of 2000 pieces of silver.
<</if>>
With the tournament over, you leave the port town.
<<link [[Continue|$currentisland]]>><<unset $gruukasked, $wrestleroll, $gaveall, $signedinbefore, $betgruuk, $betalgernon, $betplaced, $tavernvisited>><</link>><<set $dragonislandvisited to true>>\
<<set $currentisland to "Dragon Island">><<set $indungeon to true>>\
<span class = "green">Game saved automatically!</span>
<<if $dragonislandcollapsed>>\
You're on the frozen beach of Dragon Island. Jagged, rocky peaks rise high above you. Ancient dragon skeletons, covered with snow, are lying on the beach. You see the collapsed cave entrance to the north.
Your boat is moored nearby.
<<else>>\
<<switch visited()>>\
<<case 1>>\
You sail north, into the mists of the frozen northern sea. You navigate between dangerous ice floes and small, snow-covered islets until you reach the destination shown on the black pillar.
As you approach the island, which is jutting from the sea like a set of jagged teeth, the mist clears. You can now see the tall, rocky peaks of Dragon Island, where winged beasts have perched in ages long gone.
You don't see a single living thing on the island, but there are giant dragon skeletons lying on the barren, snow-covered beach. You spot a small cove, free of ice; just north of it there's an entrance to a cavern.
You moor your boat in the cove. The rocky cliffs and peaks of the island would be dangerous to climb; besides, you can see there's nothing of interest there. You decide to head to the cavern.
As you approach the cave entrance, you spot some clawed footprints on the snow. They don't belong to a dragon, though, but to a two-legged creature. They look fresh, which means something still lives on Dragon Island.
<<default>>\
You're on the frozen beach of Dragon Island. Jagged, rocky peaks rise high above you. Ancient dragon skeletons, covered with snow, are lying on the beach. You see a cave entrance to the north.
Your boat is moored nearby.
<</switch>>\
<<if $dragonpearl >= 1>>\
[[Enter the cave|dragonislandtransform]]
<<else>>\
<<link [[Enter the cave|dragonislandA]]>><<set $previousdungeonroom to "dragonisland">><</link>>
<</if>>\
<</if>>\
<<link [[Open Travel Map|TravelMap]] >><<unset $indungeon, $previousdungeonroom, $currentdungeonroom>><</link>><<set $dragonislandlocation to true>>\
The carvings on the black stone show an island with jagged mountain peaks rising from a stormy ocean. Many dragons are flying over the island and one, the largest of them all, is sitting on top of the highest peak. The huge dragon has a crown on its head.
You're certain the carving depicts the legendary Dragon Island from old tales.
Underneath the picture there's a rough sea map, pointing to an area in the distant North. This must be the location of Dragon Island.
Dragon Island is now accessible from your Travel Map!
[[Back|dragonpillar]]<div class = "popup">Reanimated dragon skeletons count among the most horrifying undead. Even though they can no longer breathe fire, their size and strength make them formidable opponents. Thankfully, few sources of dark magic are powerful enough to animate a dead dragon...
Enemy type: mindless
Max. HP: 150
Defence: 6
Magic defence: 5
Damage reduction: 4
<span class = "heading">FLYING:</span> Skeletal dragon can fly.
<span class = "heading">STUN IMMUNITY:</span> Skeletal dragon cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Skeletal dragon cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Skeletal dragon cannot be weakened.
<span class = "heading">WEAKEN:</span> Skeletal dragon can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "skeletaldragon">>
<<set setup.skeletaldragon to {
type:"mindless",
maxhp:150,
mindamage:6,
maxdamage:15,
minpowerdamage:22,
maxpowerdamage:30,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:2,
specialattackbonus:4,
specialattack2bonus:3,
defense:6,
escapediff:5,
dr:4,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:true,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:6,
fortifyduration:0,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:3,
maxcooldown2:8,
mincooldown2:6,
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:true,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"the skeletal dragon",
namecapitalised:"The skeletal dragon",
namefullcaps:"SKELETAL DRAGON",
nameundetermined:"a skeletal dragon",
nulldamagemessage:"but the skeletal dragon's undead body absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"The skeletal dragon emits a hideous shriek, then drops down to the ground and stops moving.",
attackallmessages:["The skeletal dragon swipes with its claws", "The undead dragon bites you", "The skeletal dragon hits you with its wing"],
attacknormalmessage:["The skeletal dragon swipes with its claws", "The undead dragon bites you", "The skeletal dragon hits you with its wing"],
attackflyingmessage:["The skeletal dragon swipes with its claws", "The undead dragon bites you", "The skeletal dragon hits you with its wing"],
cantreachmessage:[],
specialattackmessage:"The skeletal dragon attack you with its tail",
specialattack2message:"The skeletal dragon breathes out a cloud of stifling smoke",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic animating the undead dragon",
intromessage:["A reanimated skeleton of a dragon flies at you!", "You're attacked by a skeletal dragon, brought back to life by evil magic!"],
codexdiff:2,
silver:0,
exp:600,
}>>
<</widget>><center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Entrance Chamber</span><span class = "discovered">.</span><<default>><span class = "roomname">Entrance Chamber</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandA>>\
You're in a large cavern with many ledges along the walls. Huge stalactites are hanging from the ceiling. There are giant old bones scattered around the rock floor, which bears many marks of sharp claws. There's a small campfire in the centre of the cavern.
The tunnel leading outside is to the north.
<<if $dragonislandAnotcleared>>\
<<if $dragonform>>\
As you enter the cavern, a troll berserker who was sitting by the campfire rises and turns towards you. It casts a single glance at you and starts running away, screaming in terror!
<<link [[Let the troll escape|dragonislandA]]>><<unset $dragonislandAnotcleared>><</link>>
<<link [[Chase the troll and attack it|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.trollberserker)>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You roar and swoop down on the troll berserker!">><<set $enemy.intromessage to ["The troll berserker plucks up its courage and charges you!"]>><</link>>
<<else>>\
As you enter the cavern, a troll berserker who was sitting by the campfire rises and turns towards you. The troll roars and charges at you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.trollberserker>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandAnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><<if $dragonform>>[[North|toobigtoexit]]<<else>>[[North|dragonisland]]<</if>></span>
<span id = "tabwide"><span class = "red">West</span></span><span id = "tabultrawide"><<link [[East|dragonislandB]]>><<set $previousdungeonroom to "dragonislandA">><</link>></span>
<span id = "tabwide"></span><span id = "tabwide"><span class = "red">South</span></span></div>
<</if>>\<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Sunlight Chamber</span><span class = "discovered">.</span><<default>><span class = "roomname">Sunlight Chamber</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandB>>\
You're in a tall chamber with holes in the ceiling, which let in shafts of sunlight.
<<if $dragonislandBnotcleared>>\
A dragon skeleton is lying in the centre of the cavern. When you approach, it raises and spreads its tattered wings. You sense dark magic and hatred emanating from the skeletal dragon. The creature roars and attacks you with fury!
<<if $dragonform>>\
You're attacked by a skeletal dragon!
<<link [[Fight!|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You bare your fangs at the undead abomination and charge into combat!">><</link>>
<<else>>\
You're attacked by a skeletal dragon!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandBnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><span class = "red">North</span></span>
<span id = "tabwide"><<link [[West|dragonislandA]]>><<set $previousdungeonroom to "dragonislandB">><</link>></span><span id = "tabultrawide"><<link [[East|dragonislandC]]>><<set $previousdungeonroom to "dragonislandB">><</link>></span>
<span id = "tabwide"></span><span id = "tabwide"><<link [[South|dragonislandE]]>><<set $previousdungeonroom to "dragonislandB">><</link>></span></div>
<</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Pond Chamber</span><span class = "discovered">.</span><<default>><span class = "roomname">Pond Chamber</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandC>>\
You're in a dome-shaped cavern with a small black pond in the centre.
<<if $dragonislandCnotcleared>>\
<<if $dragonform>>\
As soon as you enter, you smell a troll nearby. You look around and spot an armed troll berserker searching through a pile of old bones near the cavern wall.
The troll sees you and starts running away towards the exit from the cavern!
<<link [[Let the troll escape|dragonislandC]]>><<unset $dragonislandCnotcleared>><</link>>
<<link [[Chase the troll and attack it|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.trollberserker)>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You corner the troll and lick your lips.">><<set $enemy.intromessage to ["The troll berserker is determined to fight for its life!"]>><</link>>
<<else>>\
As soon as you enter, you spot an armed troll berserker searching through a pile of old bones near the cavern wall.
The troll sees you and attacks!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.trollberserker>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandCnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><span class = "red">North</span></span>
<span id = "tabwide"><<link [[West|dragonislandB]]>><<set $previousdungeonroom to "dragonislandC">><</link>></span><span id = "tabultrawide"><span class = "red">East</span></span>
<span id = "tabwide"></span><span id = "tabwide"><<link [[South|dragonislandF]]>><<set $previousdungeonroom to "dragonislandC">><</link>></span></div>
<</if>>\
<<silently>><<dragonformunequip>><<dragonformstats>><</silently>>\
As you walk into the cavern, you feel a sudden rush of warm air. You sense an ancient power reaching towards you from the depths of the cave. Suddenly, <<if $dragonpearl == 1>>the dragon pearl you're carrying with you starts to glow brightly!<<else>> the dragon pearls you're carrying with you start to glow brightly!<</if>>
For a brief moment, the cavern disappears and is replaced with visions of fire, wings and talons. A burning sensation comes over you, and when the vision is gone, the cave seems much smaller than before!
You realise you were transformed into a dragon. Could this be the combined power of the dragon <<if $dragonpearl == 1>>pearl<<else>>pearls<</if>> and something else that's hidden inside this cave? You wait for a while, but the transformation doesn't come to an end. It looks like you're stuck in this form for now.
The way you came in is too small for you to squeeze through now. Still, there must be some other exit from the caverns, one that was used by the dragons when they lived here. You have to explore around and locate it!
[[Continue|dragonislandA]]<<silently>><<enddragonform>><</silently>>\
You change back into a human!
(Your items were unequipped when you transformed; remember to equip them back!)
[[Continue|dragonisland]]<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Descending Corridor</span><span class = "discovered">.</span><<default>><span class = "roomname">Descending Corridor</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandD>>\
You're in a wide, descending corridor. It ends in a wall with a mass of old bones piled underneath.
<<if $dragonislandDnotcleared>>\
<<if $dragonform>>\
A stone eel is curled up on the bone pile. When it sees you, it startles and tries to slither into the pile.
<<link [[Let the stone eel escape|dragonislandD]]>><<unset $dragonislandDnotcleared>><</link>>
<<link [[Lunge at the serpent|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.stoneeel)>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You roar loudly and attack the stone eel.">><<set $enemy.intromessage to ["The cornered stone eel turns at you and strikes!"]>><</link>>
<<else>>\
A stone eel is curled up on the bone pile. When it sees you, it slithers towards you, ready to strike!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.stoneeel>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandDnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><span class = "red">North</span></span>
<span id = "tabwide"><span class = "red">West</span></span><span id = "tabultrawide"><<link [[East|dragonislandE]]>><<set $previousdungeonroom to "dragonislandD">><</link>></span>
<span id = "tabwide"></span><span id = "tabwide"><span class = "red">South</span></span></div>
<</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Column Chamber</span><span class = "discovered">.</span><<default>><span class = "roomname">Column Chamber</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandE>>\
You're in a large cavern supported by tall rock columns. Intricate patterns have been scratched on the walls by giant claws.
<<if $dragonislandEnotcleared>>\
A skeletal dragon is sitting on a high ledge which protrudes from the cavern wall. You notice that it's guarding the remains of a nest, filled with smashed eggshells.
<<if $dragonform>>\
The skeletal dragon flies at you, flames of hatred burning in its dead eyes!
<<link [[Fight!|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You roar at the pathetic parody of a dragon and prepare to burn it to ashes!">><</link>>
<<else>>\
The skeletal dragon roars and flies at you, trying to crush you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandEnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><<link [[North|dragonislandB]]>><<set $previousdungeonroom to "dragonislandE">><</link>></span>
<span id = "tabwide"><<link [[West|dragonislandD]]>><<set $previousdungeonroom to "dragonislandE">><</link>></span><span id = "tabultrawide"><span class = "red">East</span></span>
<span id = "tabwide"></span><span id = "tabwide"><<link [[South|dragonislandG]]>><<set $previousdungeonroom to "dragonislandE">><</link>></span></div>
<</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Crystal Chamber</span><span class = "discovered">.</span><<default>><span class = "roomname">Crystal Chamber</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandF>>\
You're in a long, descending chamber with colourful crystal growths on the walls.
<<if $dragonislandFnotcleared>>\
<<if $dragonform>>\
A giant serpent is dozing off in the centre. When you appear, it wakes up, startled, and tries to slither away into a crevice in the wall.
<<link [[Let the serpent escape|dragonislandF]]>><<unset $dragonislandFnotcleared>><</link>>
<<link [[Lunge at the serpent|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.giantserpent)>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You lunge at the serpent, blocking its escape.">><<set $enemy.intromessage to ["The cornered serpent attacks you!"]>><</link>>
<<else>>\
A giant serpent is dozing off in the centre. When you approach, it wakes up, hisses and attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.giantserpent>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandFnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><<link [[North|dragonislandC]]>><<set $previousdungeonroom to "dragonislandF">><</link>></span>
<span id = "tabwide"><span class = "red">West</span></span><span id = "tabultrawide"><span class = "red">East</span></span>
<span id = "tabwide"></span><span id = "tabwide"><span class = "red">South</span></span></div>
<</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Scorched Passage</span><span class = "discovered">.</span><<default>><span class = "roomname">Scorched Passage</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandG>>\
You're in a wide tunnel with glowing red crystals on the ceiling. The tunnel walls are black and singed.
<<if $dragonislandGnotcleared>>\
<<if $dragonform>>\
A stone eel slithers forward, then looks at you and turns back, trying to escape.
<<link [[Let the stone eel escape|dragonislandG]]>><<unset $dragonislandGnotcleared>><</link>>
<<link [[Lunge at the serpent|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.stoneeel)>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You charge at the stone eel, baring your fangs.">><<set $enemy.intromessage to ["Seeing that it cannot escape, the stone eel attacks!"]>><</link>>
<<else>>\
A stone eel slithers forward and attacks you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.stoneeel>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandGnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><<link [[North|dragonislandE]]>><<set $previousdungeonroom to "dragonislandG">><</link>></span>
<span id = "tabwide"><span class = "red">West</span></span><span id = "tabultrawide"><<link [[East|dragonislandH]]>><<set $previousdungeonroom to "dragonislandG">><</link>></span>
<span id = "tabwide"></span><span id = "tabwide"><span class = "red">South</span></span></div>
<</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Nesting Chamber</span><span class = "discovered">.</span><<default>><span class = "roomname">Nesting Chamber</span><</switch>></center>\
<<set $currentdungeonroom to $dragonislandH>>\
You're in a large cavern with remains of old dragon nests along the walls. Dragon fire and claws left countless marks on the floor and walls of the cavern.
<<if $dragonislandHnotcleared>>\
A skeletal dragon, madness burning in its undead eyes, is guarding the chamber.
<<if $dragonform>>\
When you appear, it spreads its wings and flies at you, slashing with its claws!
<<link [[Fight!|CombatDragonForm]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "You roar at the pathetic parody of a dragon and prepare to burn it to ashes!">><</link>>
<<else>>\
When you enter, the undead beast spreads its wings and flies at you, slashing with its claws!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<if not $dragonislandHnotcleared>><div id = "compass"><span id = "tabwide"></span><span id = "tabwide"><span class = "red">North</span></span>
<span id = "tabwide"><<link [[West|dragonislandG]]>><<set $previousdungeonroom to "dragonislandH">><</link>></span><span id = "tabultrawide"><span class = "red">East</span></span>
<span id = "tabwide"></span><span id = "tabwide"><<link [[South|dragonislandI]]>><<set $previousdungeonroom to "dragonislandH">><</link>></span></div>
<</if>>\
<center><<switch visited()>><<case 1>><span class = "discovered">You discovered</span><span class = "roomname"> Dragon King's Lair</span><span class = "discovered">.</span><<default>><span class = "roomname">Dragon King's Lair</span><</switch>></center>\
You're in a large chamber. A wall of black glass blocks your way forward. There's a steep and narrow tunnel leading up to the east of the glass wall. The main exit from the chamber is to the north.
<<if $dragonform>>\
You sense an immense power behind the glass wall. You see misty visions of this chamber filled with noble dragons, all gathered to honour the mightiest of them all.
You see a great dragon wearing a golden ring. You see him rule over his kin. He builds the black wall to protect his treasure. Then, you see him fight a human clad in furs and leather. You shudder in terror as the vision shows you the Dragon King slain by the human's sword. With his final breath, however, he curses his killer, imprisoning him forever in the cave where they fought...
When the vision's gone, you know with certainty that the Dragon King's treasure is right before you, and that it's your right to take it. You sense your power growing stronger; you're sure you could melt the glass wall with your fiery breath.
[[Breathe fire at the wall|meltwall]]
[[Leave through the northern tunnel|dragonislandH]]
<<else>>\
[[Go up through the narrow tunnel|findhjafnir]]
[[Leave through the northern tunnel|dragonislandH]]
<</if>>You turn towards the tunnel, but in the dragon form you're far too big to squeeze through!
You'll need to find another way out of the cave system.
[[Continue|dragonislandA]]<<silently>><<startquest>><</silently>>\
You leave town and head down the same road the adventurer must have taken to reach the goblin caves.
You travel through wilderness for some time when sounds of battle reach your ears. You hurry onwards and see a young man fending off two goblins with his sword. The man is wounded and bleeding profusely; the goblins scream and laugh as he desperately defends himself from their spear strikes.
When you arrive, however, the goblins stop laughing. They take a single look at you, realise it is now the two of them against two much bigger humans, and exchange nervous glances.
"Thank goodness!" the wounded man exclaims. "Let's show them, partner!"
Together, you quickly scare the goblins away – they're not interested in fighting without the advantage of numbers on their side.
"Thanks, friend," the man says. He sits down on the ground and starts wrapping his wounded leg in a piece of bandage. "You saved my life. I sneaked into the goblin caves and stole some treasure, but the accursed little devils saw me running away and gave chase. They would have killed me if not for your help. Well – the wound looked bad, but it's not deep. I'll be all right. Now, since you fought by my side, I reckon you should get part of the loot."
He takes two items out of his backpack – a heavy leather bag of coins and a small wooden box.
"I grabbed these from the goblins' treasure room. The bag is full of silver. As for the box, I haven't looked inside yet, but I bet there's something valuable in it – after all, why would it be in a treasure chamber? Pick whichever item you like best, I'll take the other one".
[[Take the bag of coins|treasurecoins]]
[[Take the wooden box|treasurebox]]A small and peculiar skull with
a beak, horns and three eyesockets.
<a class="link-internal ui-close">Close</a><<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $silver += 1000>>\
You pick the bag of coins.
"Damn, I hoped you would take the box," the adventurer admits. "But I'm not going back on my word. Here."
<span class = "gold">You received 1000 pieces of silver.
You gained 200 EXP!</span>
"Now, let's see what I got..." the man says and opens the box.
He curses in disappointment as soon as he looks inside.
"A skull? Why would those stupid goblins put a skull with their treasure? Oh well. Maybe I'll find someone willing to pay some money for this..."
He puts the box back in his pack.
"Thanks again, friend, and good luck on your adventures!" he says and wanders off.
You turn back and head to the town as well.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $rareskull += 1>>\
You pick the wooden box.
"I hoped you'd take it," the adventurer admits. "Curious about the mysterious treasure, right? I prefer boring old money."
You take the box and open it. Inside, there's a small skull.
"A skull? Why would those stupid goblins put a skull with their treasure?" the adventurer exclaims. "I'm sorry, friend, but it looks like you got the worse end of the deal. Oh well, maybe you'll find someone willing to pay money for this… thing."
You stare at the skull, noticing its peculiar features. It must belong to a beast unlike any you've ever seen: it has a hooked beak, two horns and three eye sockets. You can only wonder what the creature looked like when alive, and why the goblins treasured its remains so much.
<span class = "gold">You received the Rare skull!
You gained 200 EXP!</span>
The adventurer puts the bag of coins back in his pack.
"Thanks again, friend, and good luck!" he says and wanders off.
You turn back and head to the town as well.
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You travel to a small beach not far from the town. You walk along the seashore when a merfolk girl, with dark green hair and a perky nose, appears. She emerges from the sea and waves at you excitedly.
"Hello, human!" she says. "It's nice to meet you! Tell me, do you know any good stories from the land? You see, I want to become a storyteller – not just any storyteller, but the best one in the entire ocean! – and I'm looking for tales new to us merfolk. After all, how many times can you listen to the story of the Mystic and the Golden Shark, or the tale of the Seven Sunken Pearls of Wisdom?"
<<default>>\
You return to the small beach near the town. The aspiring merfolk storyteller soon appears, emerging from the sea.
"You're back!" she exclaims excitedly. "Does it mean you have a good story for me?"
<</switch>>\
<<if $combat >= 1>>\
[[(Combat) Tell a story about Hjafnir the Barbarian|storytellercombat]]
<<else>>\
<span class = "red">(Combat)</span> Tell a story about Hjafnir the Barbarian
<</if>>\
<<if $magic >= 1>>\
[[(Magic) Tell a story about Sorceress Mirlanda|storytellermagic]]
<<else>>\
<span class = "red">(Magic)</span> Tell a story about Sorceress Mirlanda
<</if>>\
<<if $charisma >= 1>>\
[[(Charisma) Tell a story about Ragu the Ugly|storytellercharisma]]
<<else>>\
<span class = "red">(Charisma)</span> Tell a story about Ragu the Ugly
<</if>>\
<<if $survival >= 1>>\
[[(Survival) Tell stories about the land beasts of the Archipelago|storytellersurvival]]
<<else>>\
<span class = "red">(Survival)</span> Tell stories about the land beasts of the Archipelago
<</if>>\
<<if $trading >= 1>>\
[[(Trading) Tell stories about the greatest treasures of the islands|storytellertrading]]
<<else>>\
<span class = "red">(Trading)</span> Tell stories about the greatest treasures of the islands
<</if>>\
<<if $renown > 0>>\
[[Tell stories about your own adventures|storytellerrenown]]
<</if>>\
[[Say goodbye to the merfolk and return to town|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $potionbighealth += 3>>\
You sit down on the beach and start telling the merfolk girl about Hjafnir the Barbarian, his many battles and victories. Those tales are well known to any warrior in the Archipelago, but they are completely new to the merfolk. She listens attentively, sometimes asking questions about concepts she finds hard to understand, never having been on land.
When you're finished, she claps her hands and thanks you.
"That was really exciting – I can't wait to tell this story to my friends! So much action, and fights, and everything. Thanks for sharing this amazing tale with me! Now, I want to reward you for your help, so please, take these."
<span class = "gold">You received 3 potent health potions!
You gained 200 EXP!</span>
The girl smiles, waves you goodbye and dives into the sea, eager to return home and share the story she learned with other merfolk.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $potionbigmagic += 3>>\
You sit down on the beach and start telling the merfolk girl about Sorceress Mirlanda, her many travels and accomplishments, and how she helped people in the Archipelago wherever she went. It turns out Mirlanda's name is known even to the merfolk, but details of her adventures are not. The girl listens attentively, sometimes asking questions about concepts she finds hard to understand, never having been on land.
When you're finished, she claps her hands and thanks you.
"I've heard about the great human Sorceress, but I never knew she had all these exciting adventures! I was told she visited our capital once to exchange research with our mages, but looks like she didn't share those tales with them. My friends are going to love them! Now, I want to reward you for your help, so please, take these."
<span class = "gold">You received 3 potent magic potions!
You gained 200 EXP!</span>
The girl smiles, waves you goodbye and dives into the sea, eager to return home and share the story she learned with other merfolk.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $bottledmist += 3>><<set $bottledexplosion += 2>>\
You sit down on the beach and start telling the merfolk girl the story every silver-tongued human in the Archipelago knows – the one about Ragu the Ugly, the famous scoundrel, his many exploits and clever ways of getting out of trouble. You admit you made use of Ragu's methods many times yourself. The girl listens attentively, sometimes asking questions about concepts she finds hard to understand, never having been on land.
When you're finished, she claps her hands and thanks you.
"That was really exciting – I can't wait to tell this story to my friends! All those mysteries, clever bluffing and narrow escapes! Now, I want to reward you for your help, so please, take these. I bought them from an alchemist as a precaution – it's funny knowing Ragu used them, too!"
<span class = "gold">You received 3 vials of Bottled Mist and 2 vials of Bottled Explosion!
You gained 200 EXP!</span>
The girl smiles, waves you goodbye and dives into the sea, eager to return home and share the story she learned with other merfolk.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $antidote += 3>><<set $blessedointment += 3>>\
You sit down on the beach and start telling the merfolk girl about the many strange beasts, some peaceful and some dangerous, inhabiting various islands of the Archipelago. She listens attentively, sometimes asking questions about concepts she finds hard to understand, never having been on land.
When you're finished, she claps her hands and thanks you.
"That was really exciting – your land beasts are so different from the ones we know! Though I find some of them quite scary – but that's because with my tail I couldn't run away from a pack of dark wolves, while I can safely swim away from a hungry shark or a giant octopus. Now, I want to reward you for your help, so please, take these. We use them to treat those stung by giant jellyfish – maybe they will work on land beast bites as well!"
<span class = "gold">You received 3 vials of antidote and 3 vials of Blessed Ointment!
You gained 200 EXP!</span>
The girl smiles, waves you goodbye and dives into the sea, eager to return home and share the stories she learned with other merfolk.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $luxuryitems += 2>>\
You sit down on the beach and start telling the merfolk girl about various legendary treasures of the Archipelago – caves underneath ancient cities, filled with gold; chests with gemstones, buried by pirate captains; rare wares, collected by rich merchants. She listens attentively, sometimes asking questions about concepts she finds hard to understand, never having been on land.
When you're finished, she claps her hands and thanks you.
"That was really exciting – I never knew there were just as many treasures on land as under the sea! I'd love to see all those riches one day, especially the paintings. We cannot paint under water, but we have some great sculptors! Now, I want to reward you, so please, take these! A small treasure from the ocean, in exchange for your help!"
<span class = "gold">You received a pair of coral hair combs decorated with pearls (2 luxury items)!
You gained 200 EXP!</span>
The girl smiles, waves you goodbye and dives into the sea, eager to return home and share the stories she learned with other merfolk.
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $silver += ($renown * 250)>>\
You sit down on the beach and start telling the merfolk girl about your own adventures around the Archipelago.
<<if $renown < 4>>\
She listens attentively, and when you're finished, she says:
"Those are some nice stories, $playername. You sure are a promising adventurer. Maybe we'll meet again one day and you'll have some new tales for me? Anyway, I'm going back to my city now, to share all the stories I gathered with my friends. Please, take this as a reward for your help!"
<<elseif $renown < 10>>\
"Those are some amazing stories, $playername! You really are a seasoned adventurer. You've been to so many places and done so many things! My friends will love listening about your adventures. Please, take this as a reward for your help!"
<<else>>\
She listens with her eyes wide open, and when you're finished, she says:
"Those are some incredible stories, $playername! I'm so lucky to have met you – you must be the greatest land adventurer in the Archipelago! I'm sure you're pretty famous among other humans, but the merfolk haven't heard of you – yet. I'm going to tell my friends all about your adventures, and they're going to love it. Please, take this as a reward for your help!"
<</if>>\
<span class = "gold">You received <<print ($renown * 250)>> pieces of silver!
You gained 200 EXP!</span>
The girl smiles, waves you goodbye and dives into the sea, eager to return home and share the stories she learned with other merfolk.
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You head to a nearby village where the theatre troupe is staying. Locating the actors' wagons and tents is easy enough. You approach them and, to your surprise, see a short, balding man running your way.
"Excellent!" he exclaims. "A traveller!"
He turns to you.
"Welcome, friend! Tell me, do you want to earn some coin? You see, I'm a director of this troupe, and I'm looking for a replacement actor for our next show. I can't let that brute Jake on the stage after he promised he was going to break every bone in Henry's body. And I can't use a villager; their friends and family would try to honour them with booing, insults and vegetable-throwing; that's what the village sense of humour is like. So, will you help us? It's a play about Hjafnir the Barbarian and the snow monster. You'll be the monster. Don't worry, no acting skills are required for the role. You'll be in full costume, and you'll only have to roar, scare some soldiers, then get defeated by the Barbarian. So, are you in? I can pay you 800 silver coins. That's a lot of money for such an easy job."
<<default>>\
You're in the village where the theatre troupe is staying. The troupe's director comes out of his tent to see you.
"You're back!" he exclaims. "Great! Did you change your mind? Will you play the snow monster and save our show?"
<</switch>>\
[[Agree to play the snow monster|actoragree]]
[[Refuse to play the snow monster|actorrefuse]]"Oh, thank you, thank you! That's amazing!" the director exclaims, clapping his hands. "I believe you'll make an excellent monster. You can stay here until the evening and take some rest. You'll be given the costume soon – it takes some time getting used to wearing it, but you'll do great, I'm sure! Now, the most important part: you first come to the stage when the narrator says '...a terrible snow beast appeared'. You just roar, wave your arms, try to scare the audience. Then, the soldiers come, and you chase them away. And then the narrator says 'Hjafnir the Barbarian, the greatest of warriors, came to put an end to this menace!' and Henry jumps onto the stage. You can struggle with him for a while, but you must get defeated! Just fall down when he's hit you a couple of times, and pretend you're dead. See – it's a really easy part!"
<<if $ally.type == "barbarian">>\
You cast a sideways glance at Hjafnir. The Barbarian is stone-faced, but you feel like this retelling of his adventures really amuses him.
"Never happened," he mutters when your eyes meet. "But I want to see you as the snow beast, regardless."
<</if>>\
[[Ask the director about the trouble with the last performance|actorask]]
[[Stay in the actor's camp and wait for the performance|showwait]]"Oh, you don't want to play the monster?" the director says with visible disappointment. "Or is it stage fright? Well, if you change your mind, do come and see me!"
[[Continue|$currentisland]]"It's all Jake's fault, really. He played the snow beast. He thinks Henry is arrogant, and that it's unfair he earns more than the other actors. But Henry is the only one who can actually act! Who cares if he thinks a bit too highly of himself? Well, last time Henry, as Hjafnir, made some jokes at the expense of the defeated beast – Jake took them personally and attacked Henry after the performance. Jake may be a mediocre actor, but he's a very strong man and would have beaten the daylights out of Henry if all the other actors didn't intervene. As they pulled him away, he was swearing he's going to beat Henry on stage next time. Which is why I need a replacement actor for the snow beast."
[[Stay in the actor's camp and wait for the performance|showwait]]<<switch visited()>>\
<<case 1>>\
You settle down by the campfire, which is surrounded by the troupe's tents and wagons. There's a lot of commotion going on around; actors are practising their lines, some people are working on costumes, while others are building a wooden stage.
A handsome, dark-haired man everyone calls "Henry" is sitting on the steps of a wagon, sipping wine. As you look around, he calls out to one of the stage builders – a grim, hulking giant:
"How do you like your new job, Jake? Serves you right for thinking you're a real actor, you monkey."
The giant turns to Henry and cracks his knuckles, but Henry just laughs and wags his finger.
"Remember, Jake, one more mistake and you're out. Besides, now that I'm ready, I would easily beat you."
As you watch the two men, a costume maker appears, carrying what looks like a huge pile of white fur.
"You must be our new actor," she says, then lowers her voice. "Thank goodness we found someone, otherwise one of us would have to get onto the stage with Henry. Now, here's your costume. You put it on like this. Be careful with the claws, they're real – and that's the head. You'll have to look through the mouth. It's not that difficult – I'm sure you'll do great! Just… do what the director told you, and don't worry about what Henry says. Also, please take good care of the costume and don't give it to anyone!"
She smiles encouragingly and walks away.
The star actor didn't hear her words, but was watching you with amused interest.
"So, a new face – or lack thereof – for that ugly thing," he says. "You're in luck, my friend. You'll get defeated by Hjafnir himself tonight!"
He laughs and recites a few of his lines, with lots of pathos and some overacting.
He then loses all interest in you and starts shouting at his personal costume assistant for some mistake or another.
<<default>>\
You're sitting by the campfire, which is surrounded by the troupe's tents and wagons. There's a lot of commotion going on around; actors are practising their lines, some people are working on costumes, while others – among them Jake – are building a wooden stage.
Henry, the star of the show, is yelling at his assistant.
You're holding a giant snow beast costume.
<</switch>>\
[[Talk to Henry|talkhenry]]
[[Talk to Jake|talkjake]]
[[Wait for the show to start|showstart]]
Henry's not interested in talking to you. He considers it below himself.
You can't fail but notice he's not really liked by anyone, except the troupe director.
[[Back|showwait]]<<switch visited()>>\
<<case 1>>\
You approach the giant man building the stage. He takes a single look at the furry white costume you're carrying around and sighs.
"The new actor, huh? Well, I hope you like being made fun of by Henry. If only I could get on the stage and show him! But they won't let me anywhere near the stage now."
He scratches his head, then exclaims:
"Wait – you can help me! If you give me that costume, I'll give the performance of my life today and Henry… well, I'll teach him a lesson, that I will! I don't even care if I lose my job. I figured out I can be a carpenter in town and earn better than here. So, will you give me the costume? I know you'll be losing your wages. I can't pay you what you were promised, but I'll give you my lucky amulet. It kept me safe in many tavern brawls!"
<<default>>\
Jake turns to you and asks hopefully:
"Did you change your mind? Are you going to let me have this costume and teach Henry some manners tonight?"
<</switch>>\
[[Give Jake the costume|costumegive]]
[[Back|showwait]]You wait until the evening, then put on the snow monster costume. It's really heavy and you can't see much through the monster's mouth. Another actor, playing a soldier, leads you behind the stage.
The audience have already gathered around. A woman is playing the lute and singing a prologue to tonight's show.
Then, a narrator starts describing the horrible snow monster terrorising a peaceful village. You get onto the stage and start roaring and waving your arms.
You might not be an actor by trade, but the audience like your performance – some people laugh, while many children scream in fear. You chase away a group of "soldiers" sent to fight you, and then Hjafnir – that is, Henry in leather armour and with a large wooden sword painted silver – appears.
"So, I found you, foul beast!" he utters. "Prepare to meet your maker in the nether world!"
The audience gasp as Henry charges at you!
You consider your course of action…
[[Lose to "Hjafnir", as instructed|showlose]]
<<if $brawn >= 2>>\
[[(Brawn 2+) Overpower "Hjafnir"|showbrawn]]
<<else>>\
<span class = "red">(Brawn 2+)</span> Overpower "Hjafnir"
<</if>>\
<<if $combat >= 1>>\
[[(Combat) Dodge "Hjafnir's" attack, then knock him down|showcombat]]
<<else>>\
<span class = "red">(Combat)</span> Dodge "Hjafnir's" attack, then knock him down
<</if>>\Jake throws his fist in the air.
"That's the answer I hoped for! Listen, meet me behind that tent just before the show, and bring the costume. I'll put it on and get onto the stage – no one will suspect anything! Especially not Henry."
The giant man laughs.
[[Continue|showjake]]
<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $trollscharm += 1>>\
You carry out Jake's plan and meet him behind the tent when it's time for the actors to put on their costumes. The audience have already started gathering around the stage. A woman is playing the lute and singing a prologue to today's show.
Jake quickly puts on the snow monster costume. He seems even bigger and more menacing in the white fur suit with claws and horns.
"Here, as promised," he says, handing you a small object. "You can take my lucky amulet".
<span class = "gold">You received a Troll's Charm!</span>
"And now, you should hurry and leave the area," Jake advises. "The director is going to be mad at you once the truth comes out, so you should be far away by then."
You nod and wish him luck in tonight's show. Jake just chuckles.
You quietly leave, without anybody noticing, just as the snow monster roars at the soldiers on stage, scaring some children in the audience and eliciting laughter from older viewers. You can barely hear the narrator announcing Hjafnir's arrival to face the terrible monster… but you hear Henry's surprised cry of pain perfectly well. You turn and see the "snow monster" throwing Henry onto the stage and beating him up.
"Stop it, stop it right now!" the director screams. The audience are shocked – some panic, some laugh, and everything descends into general chaos.
You leave the village before your role swap is discovered.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $silver += 800>>\
You roar and swipe at Henry, careful not to hit him. You pretend to struggle for a while; your opponent strikes you with his wooden sword and calls you names you're not sure are in the script; the audience, however, are enjoying this very much. They laugh and clap as you finally collapse onto the stage and lie there prostrate, pretending you're dead.
When the show is over, you get off the stage. A group of costume makers help you undress. They tell you you should go see the director; he was very pleased with your performance.
On your way, you pass by Henry.
"Well, you weren't worse than Jake," he says. "But again, it's a part a monkey could play."
You ignore Henry and go to collect your money.
The director smiles at you and hands you the promised payment.
<span class = "gold">You received 800 pieces of silver!</span>
"Thank you, friend! You saved tonight's show. Those were some great roars! Well, our tour is over for now, and I'm sure I'll find a new actor before the next one – that is, unless you want to stay with us?"
You politely decline his offer, take your money and head back to town.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]As Henry charges at you, screaming, you grab him by the waist.
"What the – " he utters in surprise. He tries to struggle, but you overpower him and throw him to the ground.
[[Continue|showwin]]As Henry charges at you, screaming, you step aside, then trip him over.
"What the – " he yells as he collapses onto the stage.
[[Continue|showwin]]The narrator telling Hjafnir's story to the audience clears his throat, unsure what to do.
"A setback for our brave hero," he finally utters. "But he will surely triumph in the end!"
But the audience aren't having any of that.
"Hjafnir? He got defeated like a child!" someone shouts.
"That is supposed to be a legendary warrior? My grandmother could beat him!"
People start laughing and pointing fingers at Henry, who's red with anger and shame.
You see the director rise his hands in despair. He then shakes his fist at you.
[[Shrug|showruined]]
<<if $charisma >= 1>>\
[[(Charisma) Improvise a new ending to the show, in which the defeated "Hjafnir" is a fake|showimproved]]
<<else>>\
<span class = "red">(Charisma)</span> Improvise a new ending to the show, in which the defeated "Hjafnir" is a fake
<</if>>
<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>>\
You shrug and turn away to get off the stage, while the audience are still ridiculing Henry. Some start cheering for you, though.
"The monster knows how to fight! Show us your face, monster!"
"You really got him! That was good!"
You take off the heavy head of the costume, smile at the villagers and, when asked, tell them your name.
"Well, you're a good fighter, $playername! Not like that 'Hjafnir' fool!"
<span class = "gold">Your renown goes up by 1!</span>
You get off stage, take off and return the costume and go to see the director. On your way you pass by the humiliated Henry, who is humouring himself with a bottle of wine.
Henry looks like he wants to tell you something, but he thinks for a moment, then walks away.
The director – unsurprisingly – is outraged at your performance.
"You were supposed to follow the script! I won't pay you a single coin! You ruined our show!"
You see it's no use arguing with him, so you just leave. As you walk away, Jake catches up to you and pats you on the back.
"Thanks, friend. You were great," he says. "Everybody's talking about how you showed Henry. I wish I could do that myself! Well, maybe now the director will see it wasn't my fault, but Henry's, and will let me play my part again!"
As you leave the village, everybody – locals and members of the troupe alike – is still talking about your performance. If nothing else, at least you've made an impression!
<span class = "gold">You gained 200 EXP.</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>>\
<<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $silver += 800>>\
You walk to the centre of the stage, silence the surprised narrator with a gesture and start telling the audience a story of betrayal and surprising twists.
The "Hjafnir" they saw defeated wasn't really the brave Barbarian, but an evil sorcerer! He turned Hjafnir into a beast and took his shape himself, to deceive common people. But luckily, the real Hjafnir, transformed into a snow monster, found and defeated the traitorous sorcerer. Now he must continue his adventures, trying to regain his true form!
The audience stare at you, some with their mouths open. Then, they start clapping and cheering! Looks like everyone is enjoying your addition to the story and the surprising twist – well, maybe except Henry. The other actors, though, seem to be really happy seeing him walk off stage as the "defeated villain", his head down.
As the villagers cheer – and some start asking when they're going to see the next adventure of Hjafnir as the snow beast – you and the other actors bow and exit the stage. The show is over, and it was a success!
<span class = "gold">Your renown goes up by 1!</span>
"At first I was really furious," the director admits when you show up to collect your payment. "But I simply love your twist on the old tale! That was something different, and it really livened up the show. I only wonder how I'm going to convince Henry to ever act with us again… Anyway, here's your money – you earned it. Now, tell me – aren't you considering a career as a playwright? You could stay with us and pen the further adventures of Hjafnir! Together, we could create a hit show!"
<span class = "gold">You received 800 pieces of silver!</span>
You politely decline the director's offer, take your money and leave. As you walk away, Jake catches up to you and pats you on the back.
"Thanks, friend. You were great," he says. "Everybody's talking how you showed Henry. I wish I could do that myself! Well, maybe now the director will see it wasn't my fault, but Henry's, and will let me play my part again! And – hey, after tonight's show it may actually be the lead part!"
As you leave the village, everybody – locals and members of the troupe alike – is still talking about your performance and possible further adventures of Hjafnir.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You ask around town about the Goliath. You learn that it is a colossal, hulking, two-legged beast with skin as hard as iron and two massive horns on its head. It attacks anything that moves, tearing its victims apart with giant claws or shooting beams of lightning at them. No one has ever been able to seriously hurt the beast; when it appears, people flee to save their lives, abandoning their houses.
As you ask your questions in the town square, a tall man, wearing armour and carrying a two-handed sword, approaches you. He's middle-aged and has the stern air of an experienced warrior about him. He introduces himself simply as "the Hunter" and asks whether you're planning on killing the Goliath.
"The beast destroyed my village the first time it appeared. I was a youth then, and one of the only people to escape the attack. The next time the Goliath emerged from its lair, I swore to hunt it down and kill it… but I failed and barely survived. I have spent years training, knowing the beast will appear again. This time, I'm going to slay it, but I need help. You look like an experienced adventurer. Will you hunt the Goliath with me?"
<<default>>\
The Goliath continues ravaging $currentislandname. Increasing numbers of people are fleeing from the beast into the island's main town, and they tell terrifying stories about the Goliath's unbridled rage.
The Hunter is still looking around town, hoping to find a companion who'll help him slay the Goliath.
<</switch>>\
<<link [[Set out to fight the Goliath on your own|goliathsolo]]>><<unset $huntershelp>><</link>>
<<link [[Agree to help the Hunter fight the Goliath|goliathteam]]>><<set $huntershelp to true>><</link>>
[[Don't fight the Goliath just yet|$currentisland]]<<if $goliathfought>>\
You find the Goliath slaughtering livestock in an abandoned village, tearing animals into pieces and feasting on the bloodied carcasses. When the beast sees you, it drops the cow it was devouring, turns towards you, roars and charges!
<<else>>\
You decide to try and take out the legendary monster on your own. You set off from the town. Finding the Goliath is easy enough – you just have to go the opposite direction from people fleeing the beast.
After a brief journey, you arrive in an abandoned village. Many of its buildings lie in ruin. You see dead livestock littering the streets.
A colossal shadow is towering over the buildings. As you watch, the Goliath tears off the roof from a house and smashes a stone wall into pieces. Then, the beast notices you. It lowers its horned head and emits a furious, deafening roar. Then it charges straight at you, breaking through the houses standing in its way!
<</if>>\
<<link [[Fight!|Combat]]>><<set $goliathfought to true>><<set $enemy to setup.goliath>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "goliathescapedsolo">><<set $winroom to "goliathdefeatedsolo">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $goliathfought to true>><<set $enemy to setup.goliath>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "goliathdefeatedsolo">><<set $playermessage to "">><</link>>
<</if>>\<<if $goliathfought>>\
You and the Hunter set off to fight the beast. You find the Goliath slaughtering livestock in an abandoned village, tearing animals into pieces and feasting on the bloodied carcasses.
"I'll hide so I can launch a surprise attack," the Hunter says. "Start fighting the beast, and when it's sufficiently weakened, signal me – I'll do the rest. Good luck, partner!"
He runs and hides in an abandoned house. Just then, the Goliath notices you. It drops the cow it was devouring, turns towards you, roars and charges!
<<else>>\
You and the Hunter join forces and travel to a village where the Goliath was last heading.
You arrive and find the village abandoned. Many of its buildings lie in ruin. You see dead livestock littering the streets.
A colossal shadow is towering over the buildings. As you watch, the Goliath tears off the roof from a house and smashes a stone wall into pieces.
"I'll hide so I can launch a surprise attack," the Hunter says. "Start fighting the beast, and when it's sufficiently weakened, signal me – I'll do the rest. Good luck, partner!"
He runs and hides in an abandoned house. Just then, the Goliath notices you. It lowers its horned head and emits a furious, deafening roar. Then it charges straight at you, breaking through the houses standing in its way!
<</if>>\
<<link [[Fight!|Combat]]>><<set $goliathfought to true>><<set $enemy to setup.goliath>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "goliathescapedteam">><<set $winroom to "goliathdefeatedteam">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $goliathfought to true>><<set $enemy to setup.goliath>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "goliathdefeatedteam">><<set $playermessage to "">><</link>>
<</if>>\
You escape the raging beast and return to town to consider your next course of action.
[[Continue|goliathhuntstart]]<<set $renown += 2>>\
The Goliath is dead, its colossal carcass lying among the ruined houses in the centre of the village. Even in death, the beast looks formidable.
You remove the horns from the Goliath's head as proof of your victory and head back to town.
People are overjoyed when they hear about the Goliath's death. They praise your skill and courage and wonder at the beast's giant horns.
The Hunter comes by and congratulates you.
"You accomplished what I failed to do," he says. "I wish I had a part in slaying the beast, but the important thing is it's dead, and my loved ones can rest in peace."
<span class = "gold">Your renown goes up by 2!</span>
You wonder what to do with the Goliath's horns, but it turns out there's more than one person interested in purchasing them. A well-off wizard offers to pay 5000 pieces of silver for them; he wants to use them to create new and powerful potions. And a local noble would like the horns to decorate the great hall of her manor. She offers to give you a family heirloom – a weapon she never used anyway – in exchange for the horns.
[[Sell the horns to the wizard|hornswizard]]
[[Sell the horns to the noblewoman|hornnoble]]<<set $greatdeeds.push(setup.defeatgoliath)>><<set $greatdeedsrewards.push(setup.defeatgoliath)>><<silently>><<finishquest>><</silently>><<set $silver += 5000>>\
You sell the horns to the wizard, who's more than happy to pay the agreed sum of money.
<span class = "gold">You received 5000 pieces of silver!</span>
With the mighty Goliath slain and the trophies sold, you can now take some well-deserved rest.
<<link [[Continue|$currentisland]]>><<unset $huntershelp, $goliathfought>><</link>><<set $greatdeeds.push(setup.defeatgoliath)>><<set $greatdeedsrewards.push(setup.defeatgoliath)>><<silently>><<finishquest>><</silently>><<set $hammerofkaltowned += 1>>\
You sell the horns to the noblewoman, who orders her servants to take them to her manor. She hands you an old war hammer as your payment.
<span class = "gold">You received the Hammer of Kalt!</span>
With the mighty Goliath slain and the trophies sold, you can now take some well-deserved rest.
<<link [[Continue|$currentisland]]>><<unset $huntershelp, $goliathfought>><</link>>You escape the raging beast and return to town to consider your next course of action.
"We have failed," the Hunter says grimly. "But we can't give up! With the experience we gained, we'll surely slay the beast the next time! But we have to prepare accordingly.
[[Continue|goliathhuntstart]]<<set $renown += 2>>\
The Goliath is dead, its colossal carcass lying among ruined houses in the centre of the village. Even in death, the beast looks formidable.
The Hunter emerges from the abandoned house. You can see shock and awe on his face.
"You were supposed to weaken it – not kill it! I can't believe you did this – without any help!"
He then smiles.
"I wish I had a part in slaying the beast, but the important thing is it's dead, and my loved ones can rest in peace. You should take its horns as a trophy."
You cut off the Goliath's horns and return to town, carrying the proof of your victory over the beast.
People are overjoyed when they hear about the Goliath's death. They praise your skill and courage and wonder at the beast's giant horns.
<span class = "gold">Your renown goes up by 2!</span>
You wonder what to do with the Goliath's horns, but it turns out there's more than one person interested in purchasing them. A well-off wizard offers to pay 5000 pieces of silver for them; he wants to use them to create new and powerful potions. And a local noble would like the horns to decorate the great hall of her manor. She offers to give you a family heirloom – a weapon she never used anyway – in exchange for the horns.
[[Sell the horns to the wizard|hornswizard]]
[[Sell the horns to the noblewoman|hornnoble]]<<set $exp += 500>><<set $exptotal += 500>>\
The man abandons his hiding place, runs to the Goliath and swiftly climbs the beast's back. The monster tries to shake him off, but is too slow. The Hunter holds his sword high in both hands and brings its point down on a weak spot on the Goliath's head.
The blade pierces the soft skin and goes deep into the monster's head. The mortally wounded Goliath roars in agony and staggers around, destroying more houses. Finally, it collapses, dead.
<span class = "gold">You gained 500 EXP!</span>
The Hunter pulls his sword out of the Goliath's corpse.
"We did it," he says. He's brash as always, but you can see that deep inside he's moved. "The beast is slain. My loved ones can rest in peace. I couldn't have done it without you, $playername. You have my gratitude."
He removes the horns from the dead monster and gives one of them to you.
"Take it. I'm sure you'll find someone willing to buy it from you for a nice sum of money. As for the other one… I'll keep it. It will remind me of what I lost, and what I learned."
You head back to town together.
[[Continue|hunterkill2]]
<<silently>><<finishquest>><<unsetcombatvariables>>
<</silently>><<set $renown += 2>><<set $silver += 2500>><<set $greatdeeds.push(setup.defeatgoliath)>><<set $greatdeedsrewards.push(setup.defeatgoliath)>>\
People are overjoyed when they hear about the Goliath's death. They praise your skill and courage, saying you're the greatest pair of hunters $currentislandname has ever seen.
<span class = "gold">Your renown goes up by 2!</span>
You wonder what to do with the Goliath's horn, but a well-off wizard quickly turns up and offers to pay 2500 pieces of silver for it; he wants to use it to create new and powerful potions. There's also a local noblewoman who wants the horns to decorate her manor, but she's only interested in buying both, and the Hunter is not selling his.
You hand over the giant horn to the wizard, who's more than happy to pay the agreed price.
<span class = "gold">You received 2500 pieces of silver!</span>
With the mighty Goliath slain and the trophy sold, you can now take some well-deserved rest.
<<link [[Continue|$currentisland]]>><<unset $huntershelp, $goliathfought>><</link>>
<<silently>><<startquest>><</silently>>\
You decide to search for the book on dark magic. You visit the man from whom it was stolen; he's beside himself with worry.
"I knew how dangerous the book was, but I still kept it in my collection because of its historic value," he says. "I should have protected it better. If someone actually uses the knowledge from that grimoire, they may release a great evil into this world!"
You ask the man if he has any clues about the thief's identity and whereabouts.
"Sadly, none," he replies. "If you want to help, you should ask the town guards. I informed them about everything as soon as I realised the book was missing. They might have discovered some leads by now. And if you find the book, please, bring it to me. I'm offering a reward of 500 pieces of silver to whomever returns it."
[[Go to the town guard barracks|booklearn]]
[[Leave the case alone for now|$currentisland]]You head to the town guard barracks to ask about the investigation. You're almost there when you run into a middle-aged man going the opposite direction. He looks scared and mutters to himself:
"Why won't they listen? I'll end up dead because they won't listen!"
He then notices you and, to your complete surprise, dramatically drops to his knees in front of you.
"You must be a seasoned adventurer! Please, help me! The guards won't listen to me! Please, noble adventurer, you must stop this madness!"
You ask the man to explain himself.
"It's about my tenant!" he exclaims. "She's renting the room in my attic. A nice young woman, very quiet, never caused any trouble. But something changed last night! I woke up and saw her return home well after midnight, and in a hurry. Since then, I keep hearing her recite strange words in foreign languages, and it all sounds like curses and dark rituals to me! Then there are the noises: the shuffling, the screeching, the mumbling… I think she's trying to summon a demon or something! Someone needs to stop her! I tried to tell the guards, but they wouldn't listen! They say they're busy looking for some accursed book! Why should I care about a book?"
You tell the scared man the book is more important than he thinks, and may well be connected to his problem.
You follow the man to his house. He won't enter; he wishes you good luck and stays in the street, trembling like a leaf.
As you're walking upstairs to the attic door, you hear the noises: strange scraping, shuffling and moaning, and a woman's voice reciting monotonous phrases in a language you don't understand. Then, you hear a frustrated cry:
"Why won't it work?"
[[Enter the attic|bookattic]]You push the attic door and enter a small, dimly lit room which smells of incense.
A young woman wearing black robes is sitting on the floor in the middle of the room, holding a huge leather-bound grimoire. She's reading from its open pages. A human skeleton, yellow with age, is lying on a rickety bed in the corner.
The woman startles as you enter, which causes her to stammer in the middle of the incantation. Just then, a wisp of purple smoke rises from the open grimoire. Tendrils of smoke reach the skeleton on the bed, which starts moving!
The skeleton rises, clattering loudly, and swings its arm at the woman, who lets out a panicked cry! She drops the grimoire and flees to a corner of the room. The skeleton, enveloped in smoke seeping from the grimoire, turns to her and attacks!
<<link [[Attack the skeleton|Combat]]>><<set $enemy to setup.frailskeleton>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "darkbookescape">><<set $winroom to "darkbookwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl > 0>>\
Attack in dragon form <span class = "red">(not enough place!)</span>
<</if>>\
[[Quickly shut the grimoire|bookshut]]You dash to the grimoire and close it. The covers cut off the wisps of smoke, which quickly disappear. The animated skeleton emits a horrible, grating sound – could it be crying in pain? – then falls to pieces.
[[Continue|darkbookwin]]<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>>\
You escape the attic. As you run downstairs, you hear the panicked screams of the woman, and then a gurgling noise, followed by silence.
She's beyond any help now, but you can fetch the guards before the reanimated skeleton kills another person.
You run to the barracks and explain everything to the guards. At first, they don't believe you, but when you explain how the skeleton is connected to the stolen grimoire, they agree to go with you.
Three armed guards heads to the attic and find the skeleton moping around the room; apparently, it doesn't have enough mind of its own to leave. The skeleton attacks the guards, but they quickly destroy it. They also recover the grimoire and take it back to its rightful owner.
The thief's dead body is removed and taken to be buried.
You leave the house with a sense of relief; things took a dark turn, but now the danger is over.
In the street, you meet the owner of the house, who's quite shaken.
"It took you and three guards to deal with the thing in my attic? Oh, thank goodness I'm still alive! I knew that woman was up to no good! Well, thanks for your help, adventurer!"
With the case of the stolen grimoire closed, you decide to take some well-deserved rest.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]The scared woman looks at you from the corner of the room.
"You… you saved me," she says. "You must be looking for the book. Take it. I don't want anything to do with it. I was foolish to think I could harness its power. I didn't want to… I though bringing dead back to life would be a good thing… I should have known better."
She looks at the pile of bones on the floor and shudders.
"Please, take the grimoire and return it to the owner. And… don't report me to the guard. Please. I know it may be hard to believe, but I didn't want to do anything evil. I was just foolish, but I learned my lesson. If you keep what happened a secret, I will share with you some things I learned from other… less dangerous… books."
[[Agree to the woman's proposal|bookletgo]]
[[Refuse the woman's proposal and arrest her|bookarrest]]<<silently>><<finishquest>><</silently>><<set $exp += 500>><<set $exptotal += 500>><<set $silver += 500>>\
"Oh, thank you! You really are generous. Believe me, I won't do anything like that ever again. Now, I'm not an adventurer myself, but I know a few tips and tricks from the books. Let me share them with you."
The woman shares with you a wealth of knowledge on adventuring.
<span class = "gold">You gained 300 EXP!</span>
"And now, you should take the grimoire back to its owner," the woman says.
You pick up the dark book and leave the attic. In the street, you meet the owner of the house; you tell him the problem has been dealt with. There will be no more strange noises, and most definitely no dark magic.
The man is so relieved he almost cries, and thanks you countless times before finally letting you go.
You then take the grimoire to the collector, who beams with joy when he sees it.
"You found my book! Thank you so much! I'll keep a better eye on it from now on. Thank goodness no one used it for any evil purposes. Oh, and here's your reward!"
<span class = "gold">You received 500 pieces of silver!</span>
The collector asks if you caught the thief, but you shake your head.
"So, they got away? Too bad. But it's not really important in the end. What counts is, they don't have the grimoire."
You take your reward and leave the collector's house.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>><<set $silver += 500>>\
You tell the woman it doesn't matter if she changed her ways or not; she's a burglar and a thief, and must answer for her crimes.
The woman doesn't resist. You lead her to the barracks and hand her over to the guards, explaining the whole situation.
You can't say if the guards are more angry at you solving the case, or relieved they don't have to do anything about the stolen book any more. They arrest the woman. A small crowd of townspeople is watching, including the thief's landlord, who's so relieved he's on the verge of tears.
Some people are sneeringly commenting that you did a far better job as a town guard than all the actual town guards combined.
<span class = "gold">Your renown goes up by 1!</span>
You then take the grimoire to the collector, who beams with joy when he sees it.
"You found my book! Thank you so much! I'll keep a better eye on it from now on. Thank goodness no one used it for any evil purposes. Oh, and here's your reward!"
<span class = "gold">You received 500 pieces of silver!</span>
The collector asks if you caught the thief. You explain how you handed her over to the guards.
"That's wonderful! We wouldn't want people like that running around town, trying to perform dark rituals, would we? Thanks again, my brave friend!"
You take your reward and leave the collector's house.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<i>This broad knife with a deer's head engraved on the blade
has been passed down through generations of hunters.</i>
A legendary melee weapon. Deals 5-6 points of damage.
Grants a +5 attack bonus and a +5 damage bonus against
"beast" type enemies.
<a class="link-internal ui-close">Close</a><<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You travel to the village the hunter said he was from. There, you immediately spot a boy nervously pacing up and down the stretch of road leading out of the village and into the wilderness. He looks like he's trying to muster his courage to set off.
When the boy sees you, he approaches. He seems embarrassed, but also quite determined, as he asks you for aid.
"Please, adventurer, you must help me! No one in the village will. They all laugh at my dream of becoming a beast tamer."
You ask the boy what sort of help he has in mind.
"I want to tame my first beast. I know of a dark wolf that lives not far away. I think – I hope I could tame it, but if not – if it attacks me – well, I'm not much of a fighter… Please, will you go with me and defeat the dark wolf? Once you knock it unconscious, I can nurse it back to health. It will surely want to be my friend if I save its life!"
<<default>>\
<<if $tamerran>>\
You're in the village where the aspiring beast tamer lives. You meet him in the village square; he laughs nervously as you approach.
"Well, that dark wolf is quite a magnificent beast, isn't it?" he asks.
"But I know you can beat it if you go prepared. So, shall we head back to the crag?"
<<else>>\
You travel to the village where the aspiring beast tamer lives. You meet the boy in the village square; he's nervously pacing around and looks quite unhappy.
"You're back!" he exclaims. "Please, will you help me tame the dark wolf? I – I still don't have the courage to try this on my own…"
<</if>>\
<</switch>>\
<<if $ally.nameshort == "dark wolf">>\
[[Give the boy a tamed dark wolf|tamedwolfgive]]
<<else>>\
Give the boy a tamed dark wolf <span class = "red">(dark wolf ally required)</span>
<</if>>\
[[Agree to defeat the dark wolf|tamerwolffight]]
[[Convince the boy being a beast tamer is not his calling|tamerdiscourage]]
<<if $amuletofthewilds > 0>>\
[[Give the boy the Amulet of the Wilds|tamergiveamulet]]
<</if>>\
[[Return to town|$currentisland]]
<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $potionbighealth += 2>><<set $silver += 500>><<set $ally to $allynone>><<set $allycharges to 0>>\
You decide the boy should start his taming adventure with a trusty beast ally. He'll be able to learn how to take care of a dark wolf more easily with an already tamed one.
You show the boy to your dark wolf and tell it he's its new friend. The wolf immediately takes a liking to the aspiring tamer: it licks his hand and sits down next to him.
The boy is beyond himself with joy.
"A real dark wolf – and you're giving it to me! It's so beautiful! Thank you, thank you!"
He pats the wolf on the head.
"I feel like a real beast tamer now. With my wolf by my side, I can go wherever I want and befriend new creatures!"
He looks at you adoringly.
"You're a wonderful tamer and a very kind person. Thank you for helping me make my dream come true! Please, take this. It's not much, but I want to reward you somehow."
<span class = "gold">You received 500 pieces of silver and 2 potent health potions.
You gained 200 EXP!</span>
You leave the aspiring beast tamer doting on his wolf friend and head back to town.
<<link [[Continue|$currentisland]]>><<unset $tamerran, $wolffought
>><</link>><<if $wolffought>>\
You return to the dark wolf crag.
The aspiring beast tamer waits in hiding while you go down the crag to face the wolf!
<<else>>\
You agree to the boy's proposal. The would-be beast tamer is overjoyed; he wants to set off immediately. It looks like your company really boosted his self-confidence.
You leave the village and travel to a nearby crag, where the dark wolf lives.
"It's down there," the boy whispers when you approach the beast's lair. "Attack it and knock it down! Don't worry, I have healing potions ready, so I will patch it right up, and gain its gratitude and friendship!"
The boy hides behind a rock while you go down the crag.
As you walk down, you hear loud growling. A dark wolf, the fur on its neck raised, approaches, ready to attack!
<</if>>\
<<link [[Fight!|Combat]]>><<set $enemy to clone(setup.darkwolf)>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $enemy.tamediff to 0>><<set $enemy.deathmessage to "The dark wolf falls down, seriously wounded.">><<set $escapedroom to "tamerwolfescaped">><<set $winroom to "tamerwolfdefeated">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to clone(setup.darkwolf)>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $enemy.deathmessage to "The dark wolf falls down, seriously wounded.">><<set $winroom to "tamerwolfdefeated">><<set $playermessage to "">><</link>>
<</if>>\<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $amuletofthewilds -= 1>><<set $huntingknifeowned += 1>>\
You take your Amulet of the Wilds and hand it over to the boy, explaining how its magic works. You add that with this amulet he's sure to easily tame smaller beasts, and then, when he's gained some experience, he'll be able to make even fierce monsters his allies.
The boy is overcome with joy.
"You really want to give it to me? Thank you so much! You must be a great tamer yourself – you know so much about the trade! I will keep your advice in mind, I promise!"
He hangs the amulet around his neck and smiles with confidence.
"I feel like I can tame that dark wolf myself now! Oh, but you gave me something so valuable – how can I repay you? I know! This is for you."
He gives you a long knife in a leather sheath.
"It's a special hunting knife. It's been in my family for many generations; I received it for my birthday some time ago. But since I'm going to befriend beasts, not hunt them, I have no use for it. It's yours!"
<span class = "gold">You received the Hunting Knife!
You gained 200 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $tamerran, $wolffought
>><</link>><<set $tamerran to true>>\
You run away and stop when you're far from the dark wolf's crag. The aspiring beast tamer has been following you.
"I see – it was a tactical retreat, right?" he asks, panting heavily. "We're going back to defeat the wolf, aren't we?"
[[Go back to the wolf's crag|tamerwolffight]]
[[Return to village|aspiringtamerstart]]<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $silver += 500>>\
The wounded dark wolf drops to the ground, unconscious, its rasping breathing getting more and more strained.
"You did it!", the boy exclaims, running down the crag. "I've seen everything. You're a good fighter! Now, I must help my new friend."
He kneels down next to the dying wolf and pours a potion into its mouth, then another one. The wolf's breathing gets more relaxed; the wounds on its body start to heal.
The boy strokes the beast's fur and whispers into its ear. The wolf raises its large head and licks the boy's hand.
"Looks like it worked!" the young tamer says. "I'm so happy! Sorry to put you through all this, friend," he says, scratching the wolf's ears. The potions worked their magic – the beast is fully healed. It stands up and affectionately rubs its nose against the boy's legs.
"Thank you for your help!" the tamer says. "Sorry to say that, but I think you should leave now – my wolf friend has reasons not to like you. But it was the only way, and it worked! Oh, and before you go – I know it isn't much, but please, take this. I want to reward you for your help, and the risk you went through for me."
<span class = "gold">You received 500 pieces of silver!
You gained 200 EXP!</span>
You leave the boy playing with his new friend and head back to town.
<<link [[Continue|$currentisland]]>><<unset $tamerran, $wolffought
>><</link>><<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $potionbighealth += 2>>\
You tell the boy that if he's so uncertain of his skills and afraid of heading into the wilderness, it means beast taming is not for him.
The boy listens to you, looking at his feet. When you're finished, he sighs.
"I guess you're right," he admits. "Everyone was telling me beast taming is not for me, but I wouldn't listen. But if it's obvious even to people who just met me… well, I guess I have to find a different path in life. Thanks for opening my eyes, traveller. Here, you can have these. I don't need them if I'm not heading into the wilderness to tame beasts."
<span class = "gold">You received 2 potent health potions.
You gained 200 EXP!</span>
"Maybe I'll become a blacksmith's apprentice?" the boy wonders. "Working iron doesn't sound so bad, and it's safer than trying to befriend wild monsters..."
You leave the boy pondering his career choices and return to town.
<<link [[Continue|$currentisland]]>><<unset $tamerran, $wolffought
>><</link>>An old and exquisitely made crystal vial.
<a class="link-internal ui-close">Close</a><<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
<<default>>\
<</switch>>\
You head to the town square, where a crowd of people have gathered around a middle-aged man and his small stall. The man, wearing fancy clothes, is gesticulating vigorously as he praises his goods.
"Miracle water!" he yells. "Come forth, good people of $currentislandname, and buy the miracle water! The opportunity won't repeat itself! Come buy the water that makes old people young, restores health and vigour, cures broken bones and broken hearts! It's only 200 pieces of silver for a bottle!"
Many people are buying the "miracle water", which the seller offers in a mix of various bottles and vials. Some of the buyers look rich, others must have taken a loan to afford the price.
[[Approach the stall|waterseller]]
[[Leave the town square|$currentisland]]You make your way through the crowd and arrive at the stall. The seller looks at you and smiles.
"You're in luck, my friend! You look like an adventurer, so you need my miracle water more than most! It may save your life in peril. Tell me, isn't staying alive worth the measly price of 200 silver?"
You look at the vials and bottles on the stall. Some are chipped and dirty, as if they were found in the trash. The clear liquid inside looks like normal water to you.<<if $magic >= 1>> You don't sense any magic emanating from it.<</if>><<if $trading >= 1>> However, one of the vials catches your eye. It's covered in grime, but you can see its beauty shining through the dirt. The vial is a work of art, worth much more than 200 pieces of silver, and you're sure the miracle water peddler has no idea…<</if>>
[[Ask the seller what the miracle water is|whatwater]]
<<if $trading >=1 && $silver >= 200>>\
[[(Trading) Buy the water in the beautiful vial (200 silver)|buyvial]]
<<elseif $trading >= 1>>\
(Trading) Buy the water in the beautiful vial <span class = "red">(200 silver)</span>
<</if>>\
<<if $silver >= 200>>\
[[If the cure really works, it would be shame not to buy it. Buy a bottle (200 silver)|buywater]]
<<else>>\
If the cure really works, it would be shame not to buy it. Buy a bottle <span class = "red">(200 silver)</span>
<</if>>\
<<if $magic >= 1>>\
[[(Magic) You're sure the "cure" is just water. Accuse the seller in front of everyone|watermagic]]
<</if>>\
<<if $charisma == 2>>\
[[(Charisma 2) The seller seems as dishonest as they come. Intimidate him to admit the truth about his "cure"|watercharisma]]
<</if>>\
[[Don't buy anything and loudly announce you think the man is a fraud|waterfraud]]
[[Walk away|$currentisland]]"Oooh, so you'd like to know the big secret?" the seller smiles slyly. "Surely you realise I can't tell you the recipe for my cure. I would be out of business in a day if I did! Just know that I learned how to make the miracle water from one great old sage, and that it never failed to cure a sick person, or strengthen a weak one."
<<if $trading >=1 && $silver >= 200>>\
[[(Trading) Buy the water in the beautiful vial (200 silver)|buyvial]]
<<elseif $trading >= 1>>\
(Trading) Buy the water in the beautiful vial <span class = "red">(200 silver)</span>
<</if>>\
<<if $silver >= 200>>\
[[If the cure really works, it would be shame not to buy it. Buy a bottle (200 silver)|buywater]]
<<else>>\
If the cure really works, it would be shame not to buy it. Buy a bottle <span class = "red">(200 silver)</span>
<</if>>\
<<if $magic >= 1>>\
[[(Magic) You're sure the "cure" is just water. Accuse the seller in front of everyone|watermagic]]
<</if>>\
<<if $charisma == 2>>\
[[(Charisma 2) The seller seems as dishonest as they come. Intimidate him to admit the truth about his "cure"|watercharisma]]
<</if>>\
[[Don't buy anything and loudly announce you think the man is a fraud|waterfraud]]
[[Walk away|$currentisland]]<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $silver -= 200>><<set $beautifulvial += 1>>\
You give the man 200 pieces of silver. He beams and reaches for a small bottle, but you stop him and take the dirty vial instead. The man seems a little surprised, but doesn't question anything; instead, he pockets the money and continues talking at his potential customers.
<span class = "gold">You lost 200 pieces of silver!</span>
"Miracle water, it's only 200 pieces of silver! This wise adventurer bought a bottle, and you should too! It's your last chance – tomorrow I'm sailing East, to meet the Queen of the Gold Empire, who sent for a hundred vials of miracle water!"
You walk away with your vial, smirking. Cleaning your find will take some time, but it will be well worth it. The liquid inside is, of course, normal water, but that's of no importance.
<span class = "gold">You obtained the Beautiful Vial!
You gained 200 EXP!</span>
[[Continue|$currentisland]]
<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $silver -= 200>>\
200 pieces of silver is a price you can afford, and if the cure really works, it would be a shame not to get it.
<span class = "gold">You lost 200 pieces of silver!</span>
You pay the price. The seller hands you a small, chipped bottle of transparent liquid.
"A most wise purchase, my adventurous friend!" he exclaims. "The contents of this tiny bottle may save your life in peril! Just take a single sip and you're as good as new! See, good folks, this brave adventurer already bought miracle water – what are you waiting for?"
Encouraged by your example, even more people start crowding around the stall, pushing you away.
You leave the town square, holding the bottle of magic water.
Later that day, you feel a bit under the weather, and decide to try it out. You pull out a cork and take a sip.
Nothing miraculous happens. You don't start feeling better. Because it's just water. Of course it is.
You return to the town square to talk with the seller. You're not the only one looking for him; a crowd of angry people has gathered in the square. However, the swindler is nowhere to be found; he wisely left the town.
You shake your head in frustration, then walk away.
You lost some money, but at least you learned not to trust peddlers of "miracle cures".
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>>\
You pick up a bottle of the "miracle cure" and turn to the people gathered around the stall.
You loudly explain the "cure" is just normal water, and they're about to get swindled.
"That's outrageous!" the seller exclaims. "You're making things up! Did my competitors send you? Don't listen to the adventurer, good folks! My cure is the best and cheapest in the Archipelago, and I have hundreds of satisfied –"
You interrupt the man and say that as a trained mage you can tell magic cure from dirty water.
People start asking if you really are a mage, and the peddler outright accuses you of lying, so you cast a few simple spells to prove your honesty.
"That's real magic!" someone exclaims excitedly. The crowd starts to believe you, which makes the seller furious.
"You're missing out on your only chance to get rid of all your diseases and wounds, fools! Even if the adventurer is a mage, what of it? Mages can also get jealous of my miracle –"
The mood has changed, however, and people aren't willing to listen to him any more. They start accusing and questioning instead.
"If the cure is real, why did you tell me to only drink it after I get home?" a lame man asks. "Were you afraid everyone would see it didn't help me?"
He opens the bottle he bought and downs the contents in a single gulp. People watch in suspense.
"Nothing!" the man exclaims, pointing his crutch at the seller. "It's just water, you heartless fraud! Give back my money!"
People start screaming and smashing the bottles on the stall.
"I'll give you a good beating, then you can drink your water – we'll see if it works!" someone exclaims.
The peddler looks around in terror, then pulls a vial out of his pocket and throws it on the ground.
A cloud of thick mist appears. People blindly turn around, run into each other and curse. When the mist clears, the miracle water seller is nowhere to be seen.
"Money's gone, too," someone says. "Curse him!"
People turn to you.
"Thank you, mage. At least you saved some of us from getting swindled. Now, let's find that fraud!"
<span class = "gold">Your renown goes up by 1!</span>
The crowd disperses and starts the search for the seller. You feel like he's going to regret his business decisions very much if they find him.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>><<set $renown += 1>>\
You loudly announce that the seller is one of the boldest frauds you've met, but not a very convincing one.
"How dare you!" the man exclaims. "My cure's effectiveness is proven! I have hundreds of satisfied customers!"
You smile and say that it that's true, the man surely won't object to a small presentation. Nothing convinces potential clients quite like seeing the product work, after all.
"What 'presentation' are you talking about?" the seller asks suspiciously.
You smile widens as you describe the painful and horrible things you're about to do to the man. Then, you say, he'll drink a bottle of his own cure and get fixed up, proving the effectiveness of the miracle water beyond all doubt!
The man is stricken with terror. He really believes you're going to fulfil your threats.
"Please, don't do this!" he exclaims. "You – you can't! I'll admit everything! This – this is not a miracle cure! It's just water! So, please, don't hurt me!"
You thank the man for his honesty and explain you were never going to really hurt him, but there are quite a few people you can't say the same about.
The angry crowd of townsfolk who just realised they were swindled rushes at the stall, demanding their money back.
People thank you for forcing the dishonest seller to admit the truth.
"You scared him out of his mind," someone says. "And, heavens, he deserved it!"
<span class = "gold">Your renown goes up by 1!</span>
You leave the town square. Walking away, you can hear the "miracle water" seller apologising profusely to his angry clients and promising to return every single piece of silver.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>><<set $exp += 200>><<set $exptotal += 200>>\
You don't have the proof, but you're convinced the man is a swindler, selling completely normal water at a horrendous price to sick, elderly and desperate people.
You loudly announce you believe the man to be a fraud, and advise everyone not to buy the "miracle cure".
The seller curses under his breath, but quickly composes himself. He must be used to similar accusations.
"Don't listen to the adventurer, who can't afford my miracle cure and is just jealous, good folks! Don't miss on your one and only chance to cure all your diseases and regain lost youth, for just 200 silver! The miracle water is a proven product! I have hundreds of satisfied customers!"
Many people continue buying the "miracle water", but a few start questioning the man's honesty.
"The adventurer surely has more experience with magic potions than we do, and can recognise a fake cure," someone says before walking away.
The seller is angry, but can't do anything about it. If nothing more, at least you've sown the seed of doubt and saved a few people from being swindled out of their money.
<span class = "gold">You gained 200 EXP!</span>
[[Continue|$currentisland]]<i>This strange crossbow looks organic, as if it was
grown instead of made. Its power is enhanced by the
wielder's life energy.</i>
A legendary ranged weapon. Deals 4-10 points of damage.
When the user's HP is full, all damage is doubled.
When the user's MP if full, normal attacks have a
1 in 3 chance of stunning the enemy for 1 turn.
<a class="link-internal ui-close">Close</a><<switch visited()>>\
<<case 1>>\
You set off and spend some time exploring the wilderness of $currentislandname.
<<randomroad>> when you encounter an old man driving a <<if $currentislandterrain == "icy">>sleigh<<else>>cart<</if>> pulled by an ox.
The man stops his ox as you pass him by and looks at you appraisingly.
"Tell me, wanderer, what's your name?", he asks.
You say your name is $playername.
<<if $renown >= 10>>\
<<set $mysticmerchantunlocked to true>>\
"$playername?" he exclaims. "I have heard about you. You're that great hero who travels the Archipelago! I'm glad we met. You see, I'm a blacksmith, a wizard and a weapons seller; some call me the Mystic Merchant. I'm looking for people worthy of purchasing my creations, and you're one of such people. Take a look at my wares."
<<else>>\
"$playername..." he repeats. "Well, nice to meet you, $playername. I'm a blacksmith, a wizard and a weapons seller; some call me the Mystic Merchant. I'm travelling the Archipelago, looking for people worthy of purchasing my creations. If we ever meet again, and you've gained some fame by then, I will show you my wares."
You need at least 10 renown to trade with the Mystic Merchant!
<</if>>\
<<default>>\
You set off and spend some time exploring the wilderness of $currentislandname.
<<randomroad>> when you encounter the Mystic Merchant driving a <<if $currentislandterrain == "icy">>sleigh<<else>>cart<</if>> pulled by an ox.
<<if $renown >= 10 && $mysticmerchantunlocked != true>><<set $mysticmerchantunlocked to true>>\
"$playername!" the Mystic Merchant exclaims. "Good to see you again. I've heard a lot about you recently. You have made quite a name for yourself around the Archipelago. I believe you're worthy of purchasing my wares now."
<<elseif $mysticmerchantunlocked>>\
"We meet again, $playername!" the Mystic Merchant exclaims. "Would you like to see my wares?"
<<else>>\
The Mystic Merchant doesn't want to show you his wares; he says you must gain more fame before he finds you worthy of them.
You need at least 10 renown to trade with the Mystic Merchant!
<</if>>\
<</switch>>\
<<if $mysticmerchantunlocked>> \
[[Buy from the Mystic Merchant|mysticmerchantbuy]]
<</if>>\
<<if $mysticmerchantunlocked != true && $charisma == 2>>\
[[(Charisma 2) Convince the Mystic Merchant to sell to you|mysticmerchantconvice]]
<<elseif $mysticmerchantunlocked != true>>\
<span class = "red">(Charisma 2)</span> Convince the Mystic Merchant to sell to you
<</if>>\
[[Return to town|$currentisland]]<<if $mmstaffbought != true && $mmstaff == 1>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $staffofshadowsbuyprice>>\
<<link [["Buy for " + $staffofshadowsbuyprice + " silver"|mysticmerchantbuy]]>><<set $staffofshadowsowned += 1>><<set $silver -= $staffofshadowsbuyprice>><<set $mmstaffbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $staffofshadowsbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmstaffbought != true && $mmstaff == 2>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $chargedstaffbuyprice>>\
<<link [["Buy for " + $chargedstaffbuyprice + " silver"|mysticmerchantbuy]]>><<set $chargedstaffowned += 1>><<set $silver -= $chargedstaffbuyprice>><<set $mmstaffbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $chargedstaffbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmcrossbowbought != true && $mmcrossbow == 1>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $quicksilvercrossbowbuyprice>>\
<<link [["Buy for " + $quicksilvercrossbowbuyprice + " silver"|mysticmerchantbuy]]>><<set $quicksilvercrossbowowned += 1>><<set $silver -= $quicksilvercrossbowbuyprice>><<set $mmcrossbowbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $quicksilvercrossbowbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmcrossbowbought != true && $mmcrossbow == 2>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $livingcrossbowbuyprice>>\
<<link [["Buy for " + $livingcrossbowbuyprice + " silver"|mysticmerchantbuy]]>><<set $livingcrossbowowned += 1>><<set $silver -= $livingcrossbowbuyprice>><<set $mmcrossbowbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $livingcrossbowbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmarmourbought != true && $mmarmour == 1>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $golemsarmourbuyprice>>\
<<link [["Buy for " + $golemsarmourbuyprice + " silver"|mysticmerchantbuy]]>><<set $golemsarmour += 1>><<set $silver -= $golemsarmourbuyprice>><<set $mmarmourbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $golemsarmourbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmarmourbought != true && $mmarmour == 2>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $wingedcuirassbuyprice>>\
<<link [["Buy for " + $wingedcuirassbuyprice + " silver"|mysticmerchantbuy]]>><<set $wingedcuirass += 1>><<set $silver -= $wingedcuirassbuyprice>><<set $mmarmourbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $wingedcuirassbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmelixirbought != true>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $elixirofpowerbuyprice>>\
<<link [["Buy for " + $elixirofpowerbuyprice + " silver"|mysticmerchantbuy]]>><<set $elixirofpower += 1>><<set $silver -= $elixirofpowerbuyprice>><<set $mmelixirbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $elixirofpowerbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmringbought != true>>\
<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>
</div>\
<div class="column middle">\
<<if $silver >= $cursemastersringbuyprice>>\
<<link [["Buy for " + $cursemastersringbuyprice + " silver"|mysticmerchantbuy]]>><<set $cursemastersring += 1>><<set $silver -= $cursemastersringbuyprice>><<set $mmringbought to true>><<set $mmitemsbought += 1>><</link>>
<<else>>\
<span class = "red">Buy for <<print $cursemastersringbuyprice>> silver</span>
<</if>>\
</div>\
</div>\
<</if>>\
<<if $mmitemsbought == 5>>\
[[Return to town|mysticmerchantgone]]
<<else>>\
[[Return to town|$currentisland]]
<</if>>\
<<set $mysticmerchantunlocked to true>>\
You explain that you're on your way to becoming the greatest adventurer in the Archipelago; you'll have to go through many perils and you'd certainly use the Mystic Merchant's wares to their full potential.
The Merchant is convinced by your speech and agrees to trade with you!
[[Buy from the Mystic Merchant|mysticmerchantbuy]]
[[Return to town|$currentisland]]<<run $explore.delete("mysticmerchant")>>\
<<unset $mmstaffbought, $mmstaff, $mmcrossbowbought, $mmcrossbow, $mmarmourbought, $mmarmour, $mmringbought, $mmitemsbought, $mysticmerchantunlocked>>\
"Incredible!" the Mystic Merchant exclaims. "You've bought out all of my wares! thank you, $playername. With my creations finally in good hands, I can return home and start working on my new ideas."
The Mystic Merchant waves you a goodbye and drives away.
[[Continue|$currentisland]]<<widget "thunderroc">>
<<set setup.thunderroc to {
type:"legendary",
maxhp:160,
mindamage:10,
maxdamage:15,
minpowerdamage:24,
maxpowerdamage:36,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"lightning",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:4,
specialattack2bonus:5,
defense:7,
escapediff:5,
dr:3,
drignore:0,
magicdefense:8,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:true,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:4,
fortifyduration:4,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:6,
mincooldown2:4,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:false,
specialstun:true,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:true,
special2stun:false,
special2fortify:true,
specialplayeraction:"",
name:"Thunder Roc",
namecapitalised:"Thunder Roc",
namefullcaps:"THUNDER ROC",
nameundetermined:"Thunder Roc",
nulldamagemessage:"but the Thunder Roc's magic-imbued feathers protect it from any damage",
playermissmessage:["you miss", "$enemy.name evades your attack"],
deathmessage:"The mortally wounded Thunder Roc cries in pain and plummets towards the ground!",
attackallmessages:["Thunder Roc attacks with its talons", "Thunder Roc swoops down on you", "Thunder Roc attacks with its beak", "Thunder Roc makes a fly-by attack"],
attacknormalmessage:["Thunder Roc attacks with its talons", "Thunder Roc swoops down on you", "Thunder Roc attacks with its beak", "Thunder Roc makes a fly-by attack"],
attackflyingmessage:["Thunder Roc attacks with its talons", "Thunder Roc swoops down on you", "Thunder Roc attacks with its beak", "Thunder Roc makes a fly-by attack"],
cantreachmessage:[],
specialattackmessage:"Thunder Roc shoots a bolt of lightning out of its beak",
specialattack2message:"Thunder Roc emits a deafening cry ",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life energy of Thunder Roc",
intromessage:["The magnificent Thunder Roc attacks you!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>> <div class = "popup">This enormous bird of prey was created by reckless mages, who imbued a giant eagle with the power of thunder. The result of the experiment is much bigger, fiercer and more dangerous than any giant eagle, and can shoot lightning to scorch its enemies in combat.
Enemy type: legendary
Max. HP: 160
Defence: 7
Magic defence: 8
Damage reduction: 3
<span class = "heading">FLYING:</span> Thunder Roc can fly.
<span class = "heading">LIGHTNING RESISTANCE:</span> Thunder Roc only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> Thunder Roc has a 50% chance of resisting stun.
<span class = "heading">STUN:</span> Thunder Roc's attacks may stun the opponent.
<span class = "heading">FORTIFY:</span> Thunder Roc can fortify itself.
<span class = "heading">WEAKEN:</span> Thunder Roc can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a><<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You travel to the manor where the mages live. Even from some distance you can see charred spots on the ground around the manor, as well as damaged roof and broken windows. It's clear something violent happened here.
Upon your arrival you're greeted by a group of mages. Some are old and some are young; some wear robes, others are in comfortable travel clothing. All, though, have a similar look of worry on their faces.
"You must turn back, adventurer!" one mage, a tall and thin woman, says. "Don't worry, everything is under control!"
"We'll deal with the Thunder Roc in no time!" a short man adds. Others glare at him angrily.
<<default>>\
You're at the mages' manor. The mages are still here, and are still looking very worried.
<</switch>>\
<<if $rocasked != true>>\
[[Ask about the Thunder Roc|rocask]]
<</if>>\
<<if $rocasked>>\
[[Go north to fight the Thunder Roc|rocfight]]
<</if>>\
<<if $rocasked && $rocexplained != true>>\
[[Ask why they didn't reverse the spell which created the Thunder Roc|rocexplain]]
<</if>>\
<<if $rocexplained && $magic == 2 && $spellmodified != true>>\
[[(Magic 2) Analyse the spell and try to make it work from a distance|rocspell]]
<<elseif $rocexplained && $spellmodified != true>>\
<span class = "red">(Magic 2)</span> Analyse the spell and try to make it work from a distance
<</if>>\
<<if $spellmodified && $diamond >= 1 && $bottledthunder >= 5>>\
[[Give the 5 vials of Bottled Thunder and a diamond to perform the modified ritual|rocritual]]
<<elseif $spellmodified>>\
Give the <<if $bottledthunder < 5>><span class = "red">5 vials of Bottled Thunder</span><<else>>5 vials of Bottled Thunder<</if>> and <<if $diamond == 0>><span class = "red">a diamond</span><<else>>a diamond<</if>> to perform the modified ritual
<</if>>\
<<if $rocexplained && $survival == 2 && $distractionoffered != true>>\
[[(Survival 2) Offer to distract the Thunder Roc while the mages cast their spell|rocsurvival]]
<<elseif $rocexplained && $distractionoffered != true>>\
<span class = "red">(Survival 2)</span> Offer to distract the Thunder Roc while the mages cast their spell
<</if>>\
<<if $distractionoffered && $diamond >= 1 && $bottledthunder >= 5>>\
[[Give the 5 vials of Bottled Thunder and a diamond, then distract the Roc|rocdistract]]
<<elseif $distractionoffered>>\
Give the <<if $bottledthunder < 5>><span class = "red">5 vials of Bottled Thunder</span><<else>>5 vials of Bottled Thunder<</if>> and <<if $diamond == 0>><span class = "red">a diamond</span><<else>>a diamond<</if>>, then distract the Roc
<</if>>\
[[Return to town|$currentisland]]<<set $rocasked to true>>\
You ask what the "Thunder Roc" is. The mages glance at one another hesitatingly; finally, one of them says:
"Darn it! We need any help we can get. It's not like the truth won't eventually come out. Let's tell the adventurer."
They explain that they were conducting an important experiment, hoping to advance the transportation in the Archipelago by centuries with one clever idea.
"We bought a giant eagle from a beast tamer and tried to make it grow even bigger – big enough to carry people on its back across the sea! The availability of such mounts would revolutionise the way we live!"
You ask the mages if they succeeded.
"Well – yes, in a sense," one of them answers. "We channelled magical energy and used lightning spells to imbue the eagle with it. And it worked! It grew to the size of a dragon! The problem is… it also gained the ability to shoot lightning and… and stopped being tame."
"We called the beast Thunder Roc," another mage explains. "It is truly magnificent, but dangerous! It nearly destroyed our manor before we managed to scare it away with spells. But we couldn't really harm it – if it grows more confident and returns, it will slaughter us all! Not to mention, it could attack a village, or a town… oh, what a catastrophe this experiment was!"
Someone tries to say the experiment was a success, since they gathered a lot of valuable data, but is promptly silenced.
"So, adventurer, if you manage to take down the Thunder Roc before it hurts anyone, we will be forever grateful! We can even reward you with an artefact we created. The beast is incredibly powerful, but someone should at least try to fight it… right? Last time we saw it, it was flying north."
[[Back|thunderrocstart]]
<<set $rocexplained to true>>\
The mages look very embarrassed.
"We tried, but it turns out it doesn't work from a distance. We'd have to get very close to the Roc, and it's far too dangerous. Plus, we used up all of our resources. We'd need another 5 vials of Bottled Thunder and a pristine diamond to try the ritual again..."
[[Back|thunderrocstart]] <<set $spellmodified to true>>\
You ask the mages to teach you the formula they used to create the Thunder Roc. You spend some time working on it and manage to modify it. With proper resources, it can now be used to reverse the spell even from a distance!
The mages are shocked to see you succeed where they failed, but they're also eager to accept any way out of their predicament.
"We'll gladly try it, $playername! But we still need 5 vials of Bottled Thunder and a diamond to perform the ritual…"
[[Continue|thunderrocstart]] <<silently>><<finishquest>><</silently>><<set $exp += 1000>><<set $exptotal += 1000>><<set $renown += 2>><<set $diamond -= 1>><<set $bottledthunder -= 5>><<set $absorbingmail += 1>><<set $greatdeeds.push(setup.defeatthunderroc)>><<set $greatdeedsrewards.push(setup.defeatthunderroc)>>\
"You brought us the ingredients? Marvellous!" the mages exclaim. "Let's not waste any more time!"
<span class = "gold">You lost 5 vials of Bottled Thunder!
You lost a diamond!</span>
You all gather in front of the manor to cast the spell. As soon as you begin, someone calls out:
"The Roc! The Roc is coming!"
You look up and see an enormous bird flying from the north. Bolts of lightning are crackling at the tips of it wings.
You shout at the mages to hurry and perform the ritual. They're scared, but follow your lead.
You recite the spell and focus the Bottled Thunder energy on the diamond. With the final word of the spell, the gemstone shatters.
The Thunder Roc beats its wings in panic and lets out a cry of pain as it starts shrinking down in size. As power leaves the bird, it turns back into a giant eagle and falls to the ground.
One of the mages wipes the sweat off her brow.
"Looks like it worked," she says. "That's… truly amazing, $playername. We did it, and it's all thanks to you!"
<span class = "gold">You gained 1000 EXP!
Your renown goes up by 2!</span>
The mages reward you with a suit of mail.
"It's one of our earlier experiments. We think it works quite well, if not exactly as intended!"
You received the Absorbing Mail!
With the Thunder Roc taken care of, you part with the mages, who say they're going to focus on restoring their manor for now, and return to town.
<<link [[Continue|$currentisland]]>><<unset $rocasked, $rocexplained, $spellmodified, $distractionoffered, $rocfought>><</link>><<set $distractionoffered to true>>\
The mages are surprised by your bravery – some of them clearly consider it recklessness.
"Approaching the bird would be most dangerous! Besides, what if the distraction doesn't work and it attacks us?"
You briefly explain your experience with wild beasts. Your calm demeanour helps convince the mages, who know all too well they don't have many options left.
"All right, if you think you can divert the Roc's attention while we cast the spell – so be it! But we still need 5 vials of Bottled Thunder and a diamond to perform the ritual…"
[[Continue|thunderrocstart]] <<silently>><<finishquest>><</silently>><<set $exp += 1000>><<set $exptotal += 1000>><<set $renown += 2>><<set $diamond -= 1>><<set $bottledthunder -= 5>><<set $absorbingmail += 1>><<set $greatdeeds.push(setup.defeatthunderroc)>><<set $greatdeedsrewards.push(setup.defeatthunderroc)>>\
"You brought us the ingredients? Marvellous!" the mages exclaim. "Let's not waste any more time!"
<span class = "gold">You lost 5 vials of Bottled Thunder!
You lost a diamond!</span>
Together, you set off into the wilderness. You head north from the manor and soon see signs of the Thunder Roc's activity: ground scorched with lightning and rocks smashed to pieces.
The mages grow uneasy as you approach the monster's territory.
Then, you hear a piercing cry, so loud you barely resist covering your ears. An enormous bird appears from behind a nearby hill. It has noticed you and is flying your way, casting a giant shadow on the ground. Bolts of lightning are crackling at the tips of its wings.
You shout at the mages to get ready and run to meet the Thunder Roc.
You sense it's no use trying to calm down the beast; its transformation made it confused and furious. Instead, you scream at the Roc to provoke it. The giant bird turns your way and dives, but you roll to the side, escaping its talons. As you do, you hear the mages starting to recite the spell.
You keep the Thunder Roc busy, sometimes barely escaping getting grabbed – or hit by lightning. You're getting exhausted, when finally the mages finish the ritual!
Blue light surrounds the Thunder Roc, which beats its wings in panic and lets out a cry of pain as it starts shrinking down in size. As power leaves the bird, it turns back into a giant eagle and falls to the ground.
One of the mages wipes the sweat off her brow.
"Looks like it worked," she says. "That's… truly amazing, $playername. We did it, and it's all thanks to you!"
<span class = "gold">You gained 1000 EXP!
Your renown goes up by 2!</span>
The mages reward you with a suit of mail.
"It's one of our earlier experiments. We think it works quite well, if not exactly as intended!"
<span class = "gold">You received the Absorbing Mail!</span>
With the Thunder Roc taken care of, you leave the mages, who say they're going to focus on restoring their manor for now, and return to town.
<<link [[Continue|$currentisland]]>><<unset $rocasked, $rocexplained, $spellmodified, $distractionoffered, $rocfought>><</link>><<if $rocfought>>\
You return to the Thunder Roc's territory. The giant bird is patrolling the area, circling in the sky. When it sees you, it cries and dives towards you, its plumes crackling with lightning.
<<else>>\
You head north from the mages' manor, into the Thunder Roc's territory.
Before long, you see signs of the monster's activity: ground scorched with lightning and rocks smashed to pieces.
Then, you hear a piercing cry, so loud you barely resist covering your ears. An enormous bird appears from behind a nearby hill. It has noticed you and is flying your way, casting a giant shadow on the ground. Bolts of lightning are crackling at the tips of its wings.
<</if>>\
<<link [[Fight!|Combat]]>><<set $rocfought to true>><<set $enemy to setup.thunderroc>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "thunderrocescaped">><<set $winroom to "thunderrocwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $rocfought to true>><<set $enemy to setup.thunderroc>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "thunderrocwin">><<set $playermessage to "">><</link>>
<</if>>\<<silently>><<finishquest>><</silently>><<set $renown += 2>><<set $absorbingmail += 1>><<set $greatdeeds.push(setup.defeatthunderroc)>><<set $greatdeedsrewards.push(setup.defeatthunderroc)>>\
The Thunder Roc falls from the sky, shaking the ground. Its body starts to transform: blue smoke rises into the air as magic energy leaves the dead bird, which shrinks down to the size of an average giant eagle.
You turn back and return to the manor, where you tell the mages about your victory.
"We've seen the Thunder Roc in the distance – then it fell down from the sky," they say. "We hardly believed you could have succeeded in killing it, but there you are – alive and well! You're a real hero, $playername. Thank you for helping us with our problem! We're going to focus on rebuilding the manor for now. We promise we won't conduct any new research before thoroughly analysing the possible results…"
<span class = "gold">Your renown goes up by 2!</span>
The grateful mages reward you with a suit of mail.
"It's one of our earlier experiments. We think it works quite well, if not exactly as intended!"
<span class = "gold">You received the Absorbing Mail!</span>
With the Thunder Roc taken care of, you part with the mages, who say they're going to focus on restoring their manor for now, and return to town.
<<link [[Continue|$currentisland]]>><<unset $rocasked, $rocexplained, $spellmodified, $distractionoffered, $rocfought>><</link>>You return to the manor, where you're welcomed by a group of worried mages.
"We've heard the Thunder Rock attacking you," they say. "You were lucky to escape with your life. Oh, how are we going to deal with that monster?"
[[Continue|thunderrocstart]]<i>This knee-length robe was reinforced with leather
and metal plates to offer some degree of protection.
But its greatest strength lies in enhancing the
effectiveness of the wearer's fire magic.</i>
Grants 2 points of damage reduction. When equipped,
fire spells only cost 50% MP (rounded up) and all burn
damage caused by the wearer is doubled.
<a class="link-internal ui-close">Close</a>
<<widget "huntingfury">>
<<set setup.huntingfury to {
type:"legendary",
maxhp:180,
mindamage:9,
maxdamage:18,
minpowerdamage:15,
maxpowerdamage:25,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"magic",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:4,
specialattackbonus:3,
specialattack2bonus:0,
defense:7,
escapediff:6,
dr:4,
drignore:0,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:true,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:true,
burnduration:6,
poisonduration:6,
weakenduration:0,
fortifyduration:0,
stunduration:0,
minburndamage:5,
maxburndamage:8,
poisondamage:6,
maxcooldown:8,
mincooldown:6,
maxcooldown2:6,
mincooldown2:4,
evading:true,
evademessage:"Hunting Fury dashed to the side with lightning speed!",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:true,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:false,
special2fortify:false,
specialplayeraction:"",
name:"Hunting Fury",
namecapitalised:"Hunting Fury",
namefullcaps:"HUNTING FURY",
nameundetermined:"",
nulldamagemessage:"but the Hunting Fury's tough hide protects it from any damage",
playermissmessage:["you miss"],
deathmessage:"The mortally wounded Hunting Fury staggers, the face on its torso opening its mouth in a silent scream.",
attackallmessages:["Hunting Fury slashes with its scythe arms", "Hunting Fury attacks with its tail", "Hunting Fury slams with its tail", "Hunting Fury stabs at you with its tailspikes", "Hunting Fury slashes its blades at you", "Hunting Fury attacks with its scythe arms", "Hunting Fury shoots spikes from the tip of its tail", "Hunting Fury shoots its tailspikes at you"],
attacknormalmessage:["Hunting Fury slashes with its scythe arms", "Hunting Fury attacks with its tail", "Hunting Fury slams with its tail", "Hunting Fury stabs at you with its tailspikes", "Hunting Fury slashes its blades at you", "Hunting Fury attacks with its scythe arms"],
attackflyingmessage:["Hunting Fury shoots spikes from the tip of its tail", "Hunting Fury shoots its tailspikes at you"],
cantreachmessage:[],
specialattackmessage:"The face on Hunting Fury's chest shoots a beam of magic light out of its eyes",
specialattack2message:"",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of the Hunting Fury",
intromessage:["You face the nightmarish abomination known as the Hunting Fury!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>> <div class = "popup">The Hunting Fury is a relentless monster created by hatred and dark magic. This nightmarish creature walks on two legs, has a muscular tail with sharp spikes at the end and two giant bone scythes in place of forearms. Its most disturbing feature is the lack of a head. Instead, it has the face of a beautiful woman growing out of its chest, right in the middle.
Enemy type: legendary
Max. HP: 180
Defence: 7
Magic defence: 7
Damage reduction: 4
<span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.</div>
<span class = "heading">FURY:</span> When Hunting Fury's HP falls below 25%, it flies into a destructive rage; all damage it deals is doubled.
<span class = "heading">STUN RESISTANCE:</span> Hunting Fury has a 50% chance of resisting stun.
<span class = "heading">POISON IMMUNITY:</span> Hunting Fury cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Hunting Fury cannot be weakened.
<span class = "heading">BURN:</span> Hunting Fury's attacks may set the opponent on fire.
<span class = "heading">POISON:</span> Hunting Fury's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a>
<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You decide to do something about the Hunting Fury. There are a few things you could start with.
You know that the monster destroyed a village many years ago and only ever appears near the ruins. There's also the surviving merchant's story about the hut near the village and the ghost she saw inside.
<<default>>\
For all you know, the Hunting Fury still haunts the ruined village, attacking anyone who approaches.
<</switch>>\
[[Ask around town to learn more about the monster|furytown]]
<<if $hutlocation != true>>\
[[Talk to the merchant who survived the monster's attack|furymerchant]]
<<else>>\
[[Go to the hut where the ghost appears|ghosthut]]
<</if>>\
[[Travel to the ruined village|furyfight]]
[[Abandon the hunt for now|$currentisland]]You ask people in town about the Hunting Fury. Most are truly terrified of the monster, even though it never approached the town and only ever appears near the ruined village.
Many people speculate the Hunting Fury is a summoned demon that got out of control, or some other embodiment of evil magic; others claim it must be a form of supernatural punishment that befell the destroyed village. The few eyewitness accounts circulating around describe the monster as a giant, hulking, two-legged beast with no head. It has scythe-like arms and a long tail. Apparently, it's frighteningly fast and absolutely ruthless, and will kill anyone who enters its territory. This causes a lot of trouble to travellers, who are forced to take the long way around the area.
Once, a group of soldiers was sent to deal with the beast, but none of them survived the encounter.
[[Continue|witchsremorsestart]] <<set $hutlocation to true>>\
The merchant is recovering at the local inn. You go to see her; when you mention the Hunting Fury, the woman's face grows pale and her eyes widen with terror.
"Please, don't speak of that monster! I – I can still see it. It haunts my nightmares!"
When you tell the merchant you want to slay the Fury, she grows even more scared and tries to convince you to abandon the idea.
"Don't go near the village, or you'll be killed! I only escaped because – because the beast was busy murdering my companions. And the ghost – the ghost in the hut. It was her face! Her face!"
The woman grows delirious and starts mumbling incoherently about ghosts, blood and death. Still, you catch a few logical sentences and learn the location of the haunted hut!
Then, the owner of the inn appears and kindly, but decidedly asks you to leave.
"She needs to rest now," he explains. "She wouldn't tell you much more anyway."
[[Continue|witchsremorsestart]] <<if $ghostwitch>>\
You're in the abandoned hut. There's some simple furniture here, old, rotting books scattered around the floor, and bundles of dried herbs hanging from walls and ceiling.
The pale ghost of the witch is standing in the corner of the room.<<if $furymet>> Her face strikes you as uncannily similar to the one on the Hunting Fury's torso.<</if>>
"Please, help me..." the ghost begs you.
<<else>><<set $ghostwitch to true>>\
You travel to the small hut where the fleeing merchant has met a ghost.
The wooden hut has been abandoned for many years; it's in a state of disrepair, its roof partially collapsed.
Inside the hut there's some simple furniture, old, rotting books scattered around the floor, and bundles of dried herbs hanging from walls and ceiling.
As you look around, a quiet voice speaks to you:
"Please, don't be afraid. You must help me!"
The voice sounds like distant moaning of the wind. You turn around and see a white spectre standing near the ruined fireplace.
The ghost looks like a woman, not young, but very much beautiful, dressed in plain clothes. <<if $furymet>>Her face strikes you as uncannily similar to the one on the Hunting Fury's torso.<</if>>
You ask the apparition who she is.
"I am the witch, and the one who summoned the Hunting Fury," she answers. "I've seen the thing born of my anger and spite destroy so many innocent lives… What I've done is terrible, and I cannot reverse it now. Please, traveller, help me lift the curse I brought upon this land. Only then will I be able to finally rest in peace…"
<</if>>\
[[Ask the ghost why she summoned the Hunting Fury|whyfury]]
[[Ask how you can lift the curse|howlift]]
[[Ask if killing the Hunting Fury can lift the curse as well|killlift]]
<<if $curseritual && $potionultimatemagic >= 1 && $sapphire >= 1 && $weapon.name != "knife" && $knifeowned >= 1 || $curseritual && $potionultimatemagic >= 1 && $sapphire >= 1 && $weapon.name == "knife" && $knifeowned >= 2>>\
[[Give the ghost the items needed to perform the ritual|furyritual]]
<<elseif $curseritual>>\
Give the ghost the items needed to perform the ritual (<<if $sapphire >= 1>>sapphire<<else>><span class = "red">sapphire</span><</if>>,
<<else>><</if>>\
[[Travel to the ruined village|furyfight]]
[[Return to town|$currentisland]]<<if $furymet>>\
As soon as you enter the ruined village, the Hunting Fury appears. The monster emerges from behind a large pile of rubble and charges at you, slashing with its scythe-arms!
<<else>>\
You set off and travel to where the Hunting Fury appears.
As you approach the ruined village, you stop seeing other travellers. You also notice that the road hasn't been mended in years. You pass by abandoned houses and carts. Finally, you reach the destroyed village. The place has a dark, foreboding aura. The ground in the area is scorched and blackened, and all houses have been reduced to piles of rubble.
As you walk among the ruins, you hear a loud noise. You turn and see a creature of nightmares – a headless giant with scythe arms and a long tail. But by far the most terrifying feature of the beast is the face in the middle of its torso – a porcelain white face of a beautiful woman, her eyes closed.<<if $ghostwitch>> She looks exactly like the ghost of the dead witch.<</if>>
The Hunting Fury approaches, swiping its deadly scythes!
<</if>>\
<<link [[Fight!|Combat]]>><<set $furymet to true>><<set $enemy to setup.huntingfury>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "huntingfuryescaped">><<set $winroom to "huntingfurywin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $furymet to true>><<set $enemy to setup.huntingfury>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "huntingfurywin">><<set $playermessage to "">><</link>>
<</if>>\The ghost of the witch, her voice ringing with sadness and remorse, tells you her story.
Many years ago, she lived in the village which is now destroyed and haunted by the Fury. She helped local people with her knowledge of herbs and magic. But the villagers grew suspicious of her methods; someone falsely accused her of using the dark arts and cursing their child. The fearful villagers did not listen to the witch's pleas and explanations; they beat her up and chased her away, taking all of her possessions for themselves.
The villagers never learned that the exiled witch came to live in a small hut not far from the village. There, consumed by anger and a sense of injustice, she really turned to dark magic. She performed a ritual, summoning a terrifying monster, and sent it to destroy the village, all of its inhabitants and anyone who will ever come to live there.
"I had my revenge, but it didn't make me happy," the ghost says. "When I saw the Hunting Fury destroy everything in its way, killing guilty and innocent alike, I realised how wrong I was. I wanted to send the monster back, but the powerful magic I used to summon it took its toll on me. I grew weak and died soon after, alone in my hut, unable to rid $currentislandname of the horror I created… My sense of guilt kept my soul bound to this place, and for years I had to watch the fruit of the evil I caused, powerless, unable to right this wrong."
[[Continue|ghosthut]] <<set $curseritual to true>>\
"To lift the curse, we need to undo the summoning ritual," the ghost explains. "Without a body, I can't perform it on my own, but I can speak the words and instruct you on how to do everything else. But we will also need some offerings, and a strong source of magic. I know I'm asking for much, but you have to bring me a sapphire, a grand magic potion, and a knife. With these, and working together, we will be able to send the Hunting Fury back to the realm of shadows. I know it won't bring those it killed back to life, but at least it will stop further bloodshed… and I'll be able to rest in peace. Please, traveller, you must help me!"
[[Continue|ghosthut]] The ghost casts a fearful look at you.
"Please, don't try to fight it! Yes, killing the Hunting Fury will also lift the curse and set my soul free, but it's too dangerous! The beast is powerful and filled with hatred towards the living – the echo of my hatred, magnified hundreds of times!"
[[Continue|ghosthut]] <<silently>><<finishquest>><</silently>><<set $exp += 1000>><<set $exptotal += 1000>><<set $renown += 2>><<set $sapphire -= 1>><<set $potionultimatemagic -= 1>><<set $knifeowned -= 1>><<set $crimsonrobe += 1>><<set $greatdeeds.push(setup.defeatedhuntingfury)>><<set $greatdeedsrewards.push(setup.defeatedhuntingfury)>>\
You take the grand magic potion, the sapphire and the knife, and place them all on the table in the ruined hut.
<span class = "gold">You lost a grand magic potion!
You lost a sapphire!
You lost a knife!</span>
"You brought everything!" the ghost exclaims. "Thank you! Now, let's hurry and perform the ritual!"
The ghostly witch instructs you how to perform the ritual, step by step. You pour the magic potion on the sapphire while she recites the words of the spell. The gemstone starts burning with a blue flame; the witch tells you to strike it with the knife. When you do this, both the sapphire and the blade shatter, and a powerful wave of energy shakes the ground. A flash of blue light blinds you; the wind outside picks up and breaks the windows of the hut, tossing around the objects inside.
When everything's over, you raise your eyes and see the witch's ghost, smiling at you as she fades away.
"It is done. The Hunting Fury was sent back and will hurt no more people. Thank you, traveller… thank you. I want you to have my old robe – the only valuable possession that wasn't taken away from me. You'll find it under the bed. Take it, and use it well. And now, I have to go…"
You watch the ghost disappear. When she's gone, a sense of calm and relief comes over you. You sense that a great evil was, indeed, destroyed.
You search under the bed and find the witch's robe.
<span class = "gold">Crimson Robe received!
You gained 1000 EXP!</span>
You leave the hut and go to the ruined village. Everything is calm and quiet. There's no sign of the monster, save for a blackened spot on the ground, shaped like a giant two-legged creature with a tail. You imagine the Hunting Fury falling down here, burned to death by the blue flame of the ritual, and shudder.
You leave the village and head back to the town.
People are overjoyed when they hear you put an end to the monster. "$currentislandname is finally free from this curse! Thank you, $playername!" they say as you tell your story.
<span class = "gold">Your renown goes up by 2!</span>
You think about the witch and hope she's finally found peace.
<<link [[Continue|$currentisland]]>><<unset $hutlocation, $ghostwitch, $furymet, $curseritual>><</link>><<silently>><<finishquest>><</silently>><<set $renown += 2>><<set $crimsonrobe += 1>><<set $greatdeeds.push(setup.defeatedhuntingfury)>><<set $greatdeedsrewards.push(setup.defeatedhuntingfury)>>\
The Hunting Fury collapses to the ground, dead. As soon as the monster stops moving, its body starts dissipating into dark mist. Soon, there's no trace left of the Fury, save for a patch of blackened ground marking the place where it fell.
The dark aura which hung over the ruins disappears together with the monster. A sense of peace and quiet envelopes you as you leave the village and head back to town.
People are overjoyed when they hear you put an end to the monster. "$currentislandname is finally free from this curse! Thank you, $playername!" they say as you tell your story.
<span class = "gold">Your renown goes up by 2!</span>
The next day a group of soldiers approaches you.
"We went to the ruined village," their commanding officer says. "You were telling the truth. There's no sign of the monster there. We also checked the abandoned hut nearby. There were no ghosts there, but we found this. Take it. You deserve a reward for slaying the Fury."
<span class = "gold">You received the Crimson Robe!</span>
<<if $ghostwitch>>\
You think about the witch and hope she's finally found peace.
<</if>>\
<<link [[Continue|$currentisland]]>><<unset $hutlocation, $ghostwitch, $furymet, $curseritual>><</link>>You don't stop running until you're far from the ruined village. The Hunting Fury doesn't chase you outside of its territory.
[[Go back to the ruined village|furyfight]]
<<if $hutlocation>>\
[[Go to the hut where the ghost appears|ghosthut]]
<</if>>\
[[Try to learn more about the Fury back in town|witchsremorsestart]]
[[Abandon the hunt for now|$currentisland]]
<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
<<default>>\
<</switch>>\
<<if $sculptormet>>\
You visit the artist in her study. She's sitting there, looking hard at the unfinished <<if $artistmaterials == 1>>Wild Wyrm<<elseif $artistmaterials == 2>>Soul Seeker<<else>>Iron Force<</if>>.
"You're back!" she exclaims when you enter. "Are you bringing me the <<if $artistmaterials == 1>>wyvern teeth<<elseif $artistmaterials == 2>>soul shards<<else>>golem cores<</if>>?"
<<else>><<set $sculptormet to true>>\
You head to the famous sculptor's study. She turns out to be a tall woman with a short temper; she lets you in, but immediately starts yelling at you for showing up and wasting her time.
You look around the study; you see various strangely shaped sculptures, and tools scattered everywhere. The most prominent sculpture is <<if $artistmaterials == 1>>a twisting snake-like creature made of clay, wood and leather<<elseif $artistmaterials == 2>>a weird, unsettling shape made of clay, metal and pieces of flowing silk<<else>> a heavy block of stone and metal, with rough edges and protruding spikes<</if>>.
"Yes, it IS unfinished," the artist says, seeing your interest in the sculpture. "And so it will remain, because those idiot merchants don't sell what I need. You see, it's still missing the most important part – the statement – the energy. The sculpture – I called it the <<if $artistmaterials == 1>>Wild Wyrm<<elseif $artistmaterials == 2>>Soul Seeker<<else>>Iron Force<</if>>, but it doesn't live up to its name, yet. I went through all the books in the local library and found a drawing of a thing that would make it perfect: <<if $artistmaterials == 1>>wyvern teeth<<elseif $artistmaterials == 2>>a soul shard<<else>>a golem's core<</if>>. As far as I know, they are rare and hard to obtain, which is exactly what I'm looking for. Alas, turns out they're so rare I can't buy any in the market..."
She eyes you appraisingly.
"You look like an adventurer to me. Maybe you happen to be in possession of some <<if $artistmaterials == 1>>wyvern teeth<<elseif $artistmaterials == 2>>soul shards<<else>>golem cores<</if>>? I need <<if $artistmaterials == 1>>two sets<<elseif $artistmaterials == 2>>two of them<<else>>three of them<</if>> to finish my masterpiece. I can pay you really well for them."
<</if>>\
<<if $wyvernteeth >= 2 && $artistmaterials == 1>>\
<<link [[Hand over 2 sets of wyvern teeth|artistfinish]]>><<set $wyvernteeth -= 2>><</link>>
<<elseif $artistmaterials == 1>>\
Hand over <span class = "red">2 sets of wyvern teeth</span>
<<elseif $soulshard >= 2 && $artistmaterials == 2>>\
<<link [[Hand over 2 soul shards|artistfinish]]>><<set $soulshard -= 2>><</link>>
<<elseif $artistmaterials == 2>>\
Hand over <span class = "red">2 soul shards</span>
<<elseif $golemscore >= 3 && $artistmaterials == 3>>\
<<link [[Hand over 3 golem cores|artistfinish]]>><<set $golemscore -= 3>><</link>>
<<elseif $artistmaterials == 3>>\
Hand over <span class = "red">3 golem cores</span>
<<else>><</if>>\
[[Return to town|sculptorleave]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $physicalshieldpotion += 1>><<set $magicshieldpotion += 1>><<set $levitationpotion += 1>>\
The woman's eyes light up as you pull the <<if $artistmaterials == 1>>wyvern teeth<<elseif $artistmaterials == 2>>soul shards<<else>>golem cores<</if>> out of your backpack.
"They're perfect! They look so much better than in the book – but that's to be expected, of course. Yes! I can already see the <<if $artistmaterials == 1>>Wild Wyrm<<elseif $artistmaterials == 2>>Soul Seeker<<else>>Iron Force<</if>> complete! This will add just the power, the spirit, the <i>something</i> that was missing!"
She grabs the materials and hurries to her unfinished sculpture, then checks herself.
"Oh, right. You've helped me bring my vision to life, so you earned a reward. Take these. A client once paid me with them for a sculpture, but I have no use for them."
You received a levitation potion, a physical shield potion and a magic shield potion!
<span class = "gold">You gained 400 EXP!</span>
You leave the enthused artist engrossed in work on the <<if $artistmaterials == 1>>Wild Wyrm<<elseif $artistmaterials == 2>>Soul Seeker<<else>>Iron Force<</if>>.
<<link [[Continue|$currentisland]]>><<unset $artistmaterials, $artistjournal, $sculptormet>><</link>>"So, you only came to disturb my work," the artist says. "Well, it's not like I can work now anyway… Listen, adventurer, if during your travels you come into possession of the materials I need, do bring them to me. I'll make it worth your while."
[[Continue|$currentisland]]<div class = "popup">Gemstone scarabs are small metal constructs animated by enchanted gems hidden inside an incredibly durable shell. The secret of creating the scarabs has long been lost.
Gemstone scarabs are small, but deadly, as they discharge powerful elemental attacks at their targets. They are also almost completely invulnerable. Their metal bodies deflect most attacks, both physical and magical. Destroying a scarab requires unequalled precision and targeting the tiniest gaps in its armour. Some mages claim it's also possible to destroy the construct by sucking out the energy of its heart gem with the right spell.
The white gemstone scarab is a unique specimen, larger and stronger than its blue and red cousins. It uses pure magic attacks, as well as fire and lightning special attacks.
Enemy type: mindless
Max. HP: 20
Defence: 5
Magic defence: 5
Damage reduction: 30
<span class = "heading">FIRE RESISTANCE:</span> White gemstone scarab only takes 50% of fire damage and is immune to burn.
<span class = "heading">LIGHTNING RESISTANCE:</span> White gemstone scarab only takes 50% of lightning damage.
<span class = "heading">STUN IMMUNITY:</span> White gemstone scarab cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> White gemstone scarab cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> White gemstone scarab cannot be weakened.
<span class = "heading">STUN:</span> White gemstone scarab's attacks may stun the opponent.
<span class = "heading">BURN:</span> White gemstone scarab's attacks may set the opponent on fire.</div>
<a class="link-internal ui-close">Close</a><<widget "whitegemstonescarab">>
<<set setup.whitegemstonescarab to {
type:"mindless",
maxhp:20,
mindamage:8,
maxdamage:10,
minpowerdamage:20,
maxpowerdamage:30,
minpowerdamage2:15,
maxpowerdamage2:20,
damagetype:"magic",
specialdamagetype:"fire",
specialdamage2type:"lightning",
normalattackisspell:false,
specialisspell:false,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:4,
specialattackbonus:3,
specialattack2bonus:3,
defense:5,
escapediff:7,
dr:30,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:true,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:false,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:4,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:1,
minburndamage:4,
maxburndamage:8,
poisondamage:0,
maxcooldown:5,
mincooldown:3,
maxcooldown2:5,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:true,
specialweaken:false,
specialstun:false,
specialfortify:false,
specialdrain:false,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:true,
special2fortify:false,
specialplayeraction:"",
name:"the white gemstone scarab",
namecapitalised:"The white gemstone scarab",
namefullcaps:"WHITE GEMSTONE SCARAB",
nameundetermined:"a white gemstone scarab",
nulldamagemessage:"but the gemstone scarab's impenetrable metal body protects it from any damage",
playermissmessage:["you miss", "$enemy.name dodges", "$enemy.name evades your attack"],
deathmessage:"The gemstone scarab is damaged beyond repair!",
attackallmessages:["The gemstone scarab shoots a beam of light at you", "The white gemstone attacks with a beam of energy", "The gemstone scarab fires a magic missile"],
attacknormalmessage:["The gemstone scarab shoots a beam of light at you", "The white gemstone attacks with a beam of energy", "The gemstone scarab fires a magic missile"],
attackflyingmessage:["The gemstone scarab shoots a beam of light at you", "The white gemstone attacks with a beam of energy", "The gemstone scarab fires a magic missile"],
cantreachmessage:[],
specialattackmessage:"The white gemstone scarab glows red. Then, it spits out a huge ball of flame",
specialattack2message:"The white gemstone scarab glows blue. Then, it shoots a bolt of lightning",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the energy of the gem animating the scarab",
intromessage:["The white gemstone scarab approaches, clicking its jaws!"],
codexdiff:2,
silver:0,
exp:400,
}>>
<</widget>><<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You ask around the town about the gemstone scarabs. No one you talk to has seen them – they only appear in a distant part of the island, near the ancient tomb – but many people are afraid the mechanical swarm is going to spread and eventually reach the town.
"They use magic and cannot be destroyed!" a shaken citizen tells you. "What if instead of stealing food they decide they want to kill us all? How are we supposed to fight against such a threat?"
You learn the location of the Sorcerer's Tomb the scarabs are believed to come from. You're also told about a scholar in town who researches ancient magic and might know more about the constructs.
<<default>>\
The mechanical scarabs appear in a distant part of the island, near the Sorcerer's Tomb – but many people are afraid the swarm is going to spread around and eventually reach the town. There's a scholar in town who researches ancient magic and might know more about the constructs.
<</switch>>\
[[Visit the scholar|scarabscholar]]
[[Venture to the Sorcerer's Tomb|scarabtombentrance]]
[[Stop your investigation for now|$currentisland]]<<set $shareknowledge to true>>\
The scholar is a serious-looking middle-aged woman. You found her buried in books at the town library. When she hears you want to do something about the gemstone scarabs, she sits down with you and shares her knowledge.
"I don't know if you stand a chance, but it's worth trying," she says. "According to the reports, the scarabs are seen farther and farther away from the tomb. They break into people's homes, steal food and drink and disappear as quickly as they appeared – that is, unless someone tries to take their loot away from them. Then they attack, with deadly results."
The scholar goes on to explain that gemstone scarabs were constructed as servants and guardians by ancient wizards.
"The art of their creation has sadly been lost. Not many are left in the Archipelago, too, but not because they were destroyed. As you must have heard by now, they're practically indestructible; their tough armour protects them from both conventional weapons and magic. No, it's just that the magic powering most of the scarabs has run out. I've had a chance to examine a broken red scarab some time ago. It was powered by a large ruby, but the gemstone was all dark and brittle, as if burnt out. I guess the scarabs on $currentislandname are younger than most, or powered by bigger gemstones… Anyway, I would love to know what activated them now. They haven't been seen here before – they must have been sealed away in the tomb, by their dead master's side. And they steal food, of all things, those creatures that need not eat. It's an intriguing mystery. If you learn something about them, please return and share that knowledge with me."
[[Ask if the scholar knows something that could help you fight the scarabs|scarabsfight]]
[[Leave the library|gemstonescarabinvasionstart]]"I'm afraid I won't help you with combat tactics," the scholar says, spreading her hands. "All I know is that the scarabs' metal armour makes them resist all attacks. Old texts say that they're immune to fire and lightning as well… not an enemy I'd like to face, to be honest. I guess there must be some way of piercing through that armour, but the writings don't mention it. Oh, and the scarabs come in two varieties: the red ones use fire attacks, and the blue ones attack with lightning."
The woman thinks for a while.
"As far as I know, the scarabs, being mechanical constructs, can only act when they're controlled. The easiest way to stop them, then, would be to deactivate them. If you find the person, or thing, responsible, you may be able to stop this invasion."
[[Leave the library|gemstonescarabinvasionstart]]<<switch visited ()>>\
<<case 1>>\
You head through wilderness to the Sorcerer's Tomb.
The ancient mage's resting place is located in a distant part of $currentislandname. A simple stone door guards the entrance to the tomb, which is hewn in rock. The door easily opens when you push it, revealing a dusty stone corridor and steps leading down.
<<default>>\
You're in a distant part of $currentislandname, outside the Sorcerer's Tomb. The stone door leading inside is open.
<</switch>>\
[[Enter the Sorcerer's Tomb|scarabtomb1]]
[[Return to town|$currentisland]]<<if not $redscarabdefeated && not $redscarabfought>>\
As you're walking down the stone steps you hear a strange, rattling noise. A huge scarab made of red metal appears. The mechanical creature is coming your way, climbing the stairs, possibly going to search for more food outside of the tomb. When it becomes aware of your presence, it spreads its metal wings and charges at you in a short burst of flight!
<<elseif not $redscarabdefeated>>\
As soon as you enter the Sorcerer's Tomb, you're attacked by a red gemstone scarab!
<<else>>\
You're on the upper level of the Sorcerer's Tomb, in a corridor hewn in rock. A flight of steps is leading down into a larger chamber.
Ancient symbols are carved on the walls, but they're too worn by time to be read.
<</if>>\
<<if not $redscarabdefeated>>\
<<link [[Fight!|Combat]]>><<set $redscarabfought to true>><<set $enemy to setup.redgemstonescarab>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "scarabtombentrance">><<set $winroom to "scarabredwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $redscarabfought to true>><<set $enemy to setup.redgemstonescarab>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "scarabredwin">><<set $playermessage to "">><</link>>
<</if>>\
<<if $foodsupplies >= 1>>\
[[(Food supplies -1) Throw some food at the scarab|redscarabfood]]
<<else>>\
<span class = "red">(Food supplies -1)</span> Throw some food at the scarab
<</if>>\
<<else>>\
[[Go down|scarabtomb2]]
[[Exit the tomb|scarabtombentrance]]
<</if>><<set $redscarabdefeated to true>>\
Having defeated the red gemstone scarab, you take a look around. It seems there aren't any more scarabs in this part of the tomb.
[[Continue|scarabtomb1]]<<if not $bluescarabdefeated>>\
You descend the flight of stairs into an octagonal chamber. As soon as you enter, you hear a metallic rattle and spot a blue gemstone scarab charging at you!
<<else>>\
You're in an octagonal chamber on the lower level of the Sorcerer's Tomb. A flight of stairs leads up; a stone door, standing ajar, connects this room with the next. The door is decorated with carvings of scarabs.
<<if $scarabcorridorcleared>>\
There's also a side corridor here, leading to a small chamber. You've already emptied that chamber of any treasure.
<<else>>\
There's also a side corridor here, but its ceiling has collapsed a long time ago, and rubble has completely blocked the passage.
<</if>>\
<</if>>\
<<if not $bluescarabdefeated>>\
<<link [[Fight!|Combat]]>><<set $enemy to setup.bluegemstonescarab>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "scarabtomb1">><<set $winroom to "scarabbluewin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.bluegemstonescarab>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "scarabbluewin">><<set $playermessage to "">><</link>>
<</if>>\
<<if $foodsupplies >= 1>>\
[[(Food supplies -1) Throw some food at the scarab|bluescarabfood]]
<<else>>\
<span class = "red">(Food supplies -1)</span> Throw some food at the scarab
<</if>>\
<<else>>\
<<if not $scarabcorridorcleared && $miningtools >= 1>>\
[[Use mining tools to clear the rubble|scarabsideroom]]
<<elseif not $scarabcorridorcleared>>\
Use <span class = "red">mining tools</span> to clear the rubble
<</if>>\
[[Go up|scarabtomb1]]
[[Go through the scarab door|scarabtomb3]]
[[Exit the tomb|scarabtombentrance]]
<</if>><<set $redscarabdefeated to true>><<set $foodsupplies -= 1>>\
<span class = "gold">You lost 1 food supplies!</span>
You remember the stories about gemstone scarabs being mostly interested in stealing food, and not attacking unprovoked. You take some food out of your backpack and throw it in the direction of the scarab. The mechanical creature immediately loses all interest in you and grabs the food between its front legs. Then, it awkwardly descents the stairs, carrying its prize deeper into the tomb.
[[Continue|scarabtomb1]]<<set $bluescarabdefeated to true>><<set $foodsupplies -= 1>>\
<span class = "gold">You lost 1 food supplies!</span>
You throw some food at the gemstone scarab. When it sees the food, it loses all interest in you. It grabs the food with its front legs and hurries through a stone door on the opposite side of the chamber.
[[Continue|scarabtomb2]]<<if $whitescarabout>>\
You enter the burial chamber, where the white gemstone scarab is protecting the woman who stole the crown. As soon as you come through the door, the white scarab charges at you!
<<else>>\
<<switch visited()>>\
<<case 1>>\
You walk through the stone door and find yourself in a burial chamber. There's a stone sarcophagus in its centre, surrounded by statues of robed people. There are lanterns on the walls of the chamber, burning with green flame. A sweet stench of decay fills the air.
Several gemstone scarabs are lying on the floor of the chamber. They aren't moving; the magic animating them must have worn off.
The lid of the sarcophagus is pushed to the side.
As your eyes adjust to the dim green light, you spot a gaping hole in the floor, in front of the sarcophagus. Suddenly, a faint voice comes from the pit.
"Who's there? Can you help me?"
You look down and see a woman, dirty and miserable, sitting at the bottom of the pit. There's a pile of food next to her, some of it rotting; it's the source of the terrible stench.
The woman's dressed like an adventurer and wears a silver crown, which doesn't match the rest of her outfit at all.
<<default>>\
You're in the burial chamber. There's a stone sarcophagus in its centre, surrounded by statues of robed people. There are lanterns on the walls of the chamber, burning with green flame. A sweet stench of decay fills the air.
Several gemstone scarabs are lying on the floor of the chamber.
There's a pit in front of the sarcophagus. A woman in adventurer's clothes is sitting at the bottom of it.
"Are you going to help me or not?" she shouts at you.
<</switch>>\
<</if>>\
<<if not $whitescarabout>>\
<<if not $scarabssearched>>\
[[Search through the inactive scarabs|searchscarabs]]
<</if>>\
[[Ask the woman in the pit how she got there|talkwoman]]
<<else>>\
<<link [[Fight!|Combat]]>><<set $enemy to setup.whitegemstonescarab>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "scarabtomb2">><<set $winroom to "scarabwhitewin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.bluegemstonescarab>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "scarabwhitewin">><<set $playermessage to "">><</link>>
<</if>>\
<</if>>\
<<set $bluescarabdefeated to true>>\
Having defeated the blue gemstone scarab, you take a look around. It seems there aren't any more scarabs in this part of the tomb.
[[Continue|scarabtomb2]]<<set $scarabcorridorcleared to true>><<set $swordowned += 1>><<set $luxuryitems += 1>>\
You take your mining tools and get down to work. Soon you've cleared enough of the rubble to be able to get through the side corridor. It leads to a small chamber filled with broken clay urns. Among the urns you find <span class = "gold"><<print setup.luxury.random()>> (a luxury item) and a sword!</span>
[[Back|scarabtomb2]]<<set _roll to random(1,2)>><<if _roll == 1>><<set $ruby += 1>><<else>><<set $sapphire += 1>><</if>><<set $scarabssearched to true>>\
You take a quick look at the old gemstone scarabs. Most have their gemstones burnt out, but inside one, you find a perfect gemstone!
<span class = "gold">You obtained a <<if _roll == 1>>ruby<<else>>sapphire<</if>>!</span>
[[Continue|scarabtomb3]] The heavily damaged white gemstone scarab staggers around, swaying like a drunk. It wanders close to the pit.
You hear the trapped woman's scream of terror; then, the white scarab stumbles and falls into the pit, exploding as it hits its bottom.
The explosion shakes the entire chamber, shaking dust from the ceiling.
You approach the pit and look down at the mangled remains of the woman and the gemstone scarab, resting together on a pile of rotting food. You notice that the silver crown was destroyed in the explosion.
You slowly walk away and leave the tomb. On your way out, you see a couple of red and blue gemstone scarabs, all frozen in place. The destruction of the controlling artefact deactivated them all.
[[Continue|scarabreturn]]You ask the woman how on earth did she end up at the bottom of the pit in a forgotten tomb.
"I fell down, stupid," she answers, but immediately checks herself. "Sorry. Please, help me out of this pit! I'm an adventurer. I thought there may be treasure in this tomb. There were scarabs down here, but they didn't move at all, so I made my way to this chamber and snatched this crown from the sarcophagus. Then… the pit opened and I fell down. I was lucky I didn't break my neck, but I couldn't get out. The walls of the pit are too high and smooth to climb. So, I sat down here, waiting to die of thirst and starvation. Without much thought, I put on the crown, and started thinking about how badly I needed food. And then, you won't believe it – the old mechanical scarabs came to life! At least some of them. The crown must be a key to controlling them. They couldn't help me out of the pit, but they kept me alive by bringing food and filled wineskins, and – oh, I have no idea how long I've been sitting here. I feel like I'm going crazy. You don't know how good it feels to see a human face. Please, you must help me."
You explain to the woman how much havoc the scarabs wrought upon nearby households.
"Do you think I care? I have bigger problems to think of!" she shouts angrily. "If it helped me get out, I would send the scarabs to burn down every single household on the island!"
The woman shakes her fist at you, her eyes burning with madness. You sense she's losing control of herself.
[[Threaten to kill the woman if she doesn't deactivate the gemstone scarabs|whitescarabfight]]
[[Calmly talk to the woman, promising to help her|scarabwomanhelp]]<<set $whitescarabout to true>>\
You shout at the woman, ordering her to immediately call off the scarabs, which pose a threat to innocent people. You add that you won't hesitate to kill her if she refuses.
The woman's eyes widen in fear. She clutches her crown-adorned head, then laughs maniacally.
"I now see those scarabs are better friends than people!" she says. "Die!"
Her silver crown starts glowing.
You hear a low rumble. You look up and see a gemstone scarab, white and larger than any you've met before, emerging from behind one of the statues.
"Now you'll see how much of a threat I pose!" the adventurer screams from the bottom of the pit.
The white gemstone scarab attacks you!
<<link [[Fight!|Combat]]>><<set $enemy to setup.whitegemstonescarab>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "scarabtomb2">><<set $winroom to "scarabwhitewin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.bluegemstonescarab>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "scarabwhitewin">><<set $playermessage to "">><</link>>
<</if>>\You do your best to stay calm, knowing that arguing with the woman may only worsen the situation. You tell her you'll try to help her out of the pit if she promises to send the gemstone scarabs back to sleep.
"I agree," she quickly says. "Anything to get out of here. Look, I put my backpack on the floor before I fell down. It must be somewhere in the chamber. There's a length of rope inside. Take it and help me out!"
You nod and look around for the backpack, which you quickly locate behind one of the statues. Then, you use the rope to pull the woman out of the pit. She's too weak to climb herself, but eventually you manage to get her out.
She staggers on her feet and has to support herself against the wall, but isn't seriously wounded.
"Thank you," she finally says, looking at you. "You saved me. I was going crazy in that pit."
Just then, a blue gemstone scarab enters through a door. It's carrying a large leg of roast mutton.
The adventurer shudders. She takes the silver crown, throws it to the ground and stomps on it, breaking the delicate filigree.
As soon as the crown is destroyed, the scarab stops moving. It remains frozen in place, still holding the leg of mutton.
"I did as I promised," the woman says. "Now, let's leave this accursed place."
You leave the Sorcerer's Tomb together. Once outside, the adventurer turns to you and says:
"There's a village nearby where I can get some rest. I think I'll manage to get there on my own. Thanks again. And… I'm really sorry about what happened. I know it doesn't change anything, but I feel really bad about the scarabs hurting people. I didn't want it."
You say farewell to the woman and head back to town, knowing that the gemstone scarabs from Sorcerer's Tomb won't pose a threat to locals ever again.
[[Continue|scarabreturn]]<<set $renown += 1>>\
When you return to the town, you discover that news spreads fast; everyone's talking about how the thieving gemstone scarabs suddenly stopped moving. Some people in the Sorcerer's Tomb's area ended up with inactive scarabs inside their homes, and one or two decided to bring them to town and try to sell them.
Apparently, the rumour about your journey to the Tomb has also spread. Many people thank you for dealing with the scarabs and ask how you managed to accomplish that.
<span class = "gold">Your renown goes up by 1!</span>
<<if $shareknowledge>>\
[[Visit the scholar and share what you learned with her|scarabscholarend]]
<</if>>\
[[Take some well-deserved rest|scarabsend]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $potionbighealth += 2>><<set $potionbigmagic += 2>>\
Remembering the scholar's plea to share any knowledge about the gemstone scarabs with her, you head to the library. There, you find the scholar bent over an inactive scarab.
"It's you, $playername!" she exclaims. "Look what I bought from one farmer. He said it suddenly stopped moving just as it was stealing some of his food supplies. And from that I deduce you succeeded in your quest! Please, tell me everything."
You share your story with the scholar, who listens in amazement.
"That's fascinating. Mind-controlled constructs, still in working order after hundreds of years! I must do research at the Sorcerer's Tomb. Too bad the crown was destroyed, though, at the very least, it makes the Tomb safe. Thank you, $playername. You really helped advance my studies! Please, take those as a reward."
She gives you a few small vials.
<span class = "gold">You received 2 potent health potions and 2 potent magic potions!</span>
You leave the library to take some well-deserved rest. You feel a sense of accomplishment at having solved the gemstone scarab mystery!
<span class = "gold">You gained 400 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $shareknowledge, $redscarabdefeated, $redscarabfought, $bluescarabdefeated, $scarabcorridorcleared, $whitescarabout, $scarabssearched>><</link>><<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>>\
You decide you've had enough scarabs, magic and adventures for a day, and head to the inn to take some well-deserved rest. You feel a sense of accomplishment at having solved the gemstone scarab mystery!
<span class = "gold">You gained 400 EXP!</span>
<<link [[Continue|$currentisland]]>><<unset $shareknowledge, $redscarabdefeated, $redscarabfought, $bluescarabdefeated, $scarabcorridorcleared, $whitescarabout, $scarabssearched>><</link>><i>Brewing this legendary elixir takes many years
and requires some extremely rare ingredients.</i>
Can only be used in combat.
Fully restores HP and MP, removes all negative
status effects, grants the "Fortified" status
for 10 turns and immediately readies all techniques
that were cooling down.
<a class="link-internal ui-close">Close</a><div class = "popup">Some say this colossal crustacean was created by unspecified supernatural forces of the ocean to punish people for hunting crabs. Whatever its origins are, its size, thick armour and crushing claws make it a dangerous opponent indeed.
Enemy type: legendary
Max. HP: 260
Defence: 6
Magic defence: 6
Damage reduction: 7
<span class = "heading">FIRE RESISTANCE:</span> King Crab only takes 50% of fire damage and is immune to burn.
<span class = "heading">STUN RESISTANCE:</span> King Crab has a 50% chance of resisting stun.
<span class = "heading">WEAKEN IMMUNITY:</span> King Crab cannot be weakened.
<span class = "heading">FORTIFY:</span> King Crab can fortify itself.</div>
<a class="link-internal ui-close">Close</a><<widget "kingcrab">>
<<set setup.kingcrab to {
type:"legendary",
maxhp:260,
mindamage:5,
maxdamage:19,
minpowerdamage:15,
maxpowerdamage:35,
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:3,
specialattackbonus:3,
specialattack2bonus:99,
defense:6,
escapediff:5,
dr:7,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:false,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:false,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:0,
fortifyduration:6,
stunduration:0,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:7,
mincooldown2:4,
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:true,
specialplayeraction:"",
name:"King Crab",
namecapitalised:"King Crab",
namefullcaps:"KING CRAB",
nameundetermined:"",
nulldamagemessage:"but King Crab's carapace protects it from any damage",
playermissmessage:["you miss"],
deathmessage:"King Crab collapses, shaking the ground. Its pincers open and close one last time, then its movements stop.",
attackallmessages:["King Crab attacks with its pincers", "King Crab smashes you with its pincers", "King Crab tackles you", "King Crab spits acid at you", "King Crab spews out a stream of acid"],
attacknormalmessage:["King Crab attacks with its pincers", "King Crab smashes you with its pincers", "King Crab tackles you"],
attackflyingmessage:["King Crab spits acid at you", "King Crab spews out a stream of acid"],
cantreachmessage:["King Crab charges forward, but can't reach you"],
specialattackmessage:"King Crab charges and makes an overrun attack",
specialattack2message:"King Crab gathers its strength",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the life force of King Crab",
intromessage:["King Crab approaches, ready to attack!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>><<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You travel to the small fishing village where the colossal crab appears.
The village is built on a rocky cliff overlooking a narrow, sandy beach. Even from the road you can't miss the obvious signs that something bad is going on here: the wooden piers on the beach have been smashed to pieces and fragments of destroyed boats are scattered on the sand, near the tracks of a colossal arthropod.
The villagers are all worn and worried, and when you ask about King Crab, they advise you not to approach the monster.
"It comes out of the sea at night and destroys everything that stands in its way. We're lucky it cannot climb up the cliff, or our village would be turned to ruin. Unfortunately, we kept our fishing boats down on the beach, and the beast smashed them all to pieces..."
<<default>>\
You are in the small fishing village where the colossal crab appears.
The houses are built on a cliff; on the beach underneath the cliff remains of fishing boats and wooden piers can be seen. The villagers are too afraid to go anywhere near the water.
<</switch>>\
[[Ask where King Crab came from|crabask]]
[[Survey the area|checkcliff]]
<<if $cliffchecked && $cliffexplained != true>>\
[[Explain how you could kill King Crab by collapsing the cliff|cliffexplain]]
<</if>>\
<<if $cliffexplained>>\
<<if $bottledexplosion >= 7 && $craftingmaterials >= 1>>\
[[Provide the 7 Bottled Explosions and 1 crafting materials needed to collapse the cliff|collapse]]
<<else>>\
Provide the <<if $bottledexplosion >= 7>>7 Bottled Explosions<<else>><span class = "red">7 Bottled Explosions</span><</if>> and <<if $craftingmaterials >= 1>>1 crafting materials<<else>><span class = "red">1 crafting materials</span><</if>> needed to collapse the cliff
<</if>>\
<</if>>\
[[Go to the beach|crabbeach]]
[[Return to town|$currentisland]]"We don't know," an elderly fisherman says. "But we all wish it went back there."
"There never were any crabs around here," a young woman adds. "They first started to appear a few weeks ago. Huge crabs, as big as a human head. At first, we were really happy. Catching the crabs was easy, and they taste good cooked. And even though we hunted so many, more and more swarmed on the beach. Until..."
"Until the REALLY big one came," the old fisherman concludes. "It emerged from the sea on the night of the full moon. At first, we thought it was an island rising from the water – the beast is so huge. Its carapace is harder than steel, all covered in seaweed and barnacles. The monster must be hundreds of years old. Well, it appeared, and didn't like our fishing fleet. We could only watch as it smashed the boats to pieces. Now it stays hidden in the water, but comes to the beach at night – or whenever we try to get down there and save what's left of the boats."
The village blacksmith, a grim giant of a man, clenches his fists and curses in impotent rage.
"May hell take the beast! We tried everything – arrows, javelins long and sharp enough to pierce through a wild boar, boiling water – but nothing can hurt that damned crab. And no one in their right mind would come close to fight it. One adventurer tried – told us he was going to make quick work of the beast, but instead he got shredded to pieces. So, watch out, traveller. That hellish crab wouldn't notice if you hit it with a battering ram!"
[[Back|kingcrabqueststart]]<<if $cliffchecked>>\
You survey the protruding part of the cliff one more time. You're pretty sure a violent explosion could split off the giant mass of rock and bring it down on King Crab.
<<else>><<set $cliffchecked to true>>\
You take a walk around the village and along the clifftop, without getting down to the beach. As you watch the ocean from high above, you see a giant, dark shape slowly moving underwater some distance from the shore.
You also spot some deep cracks in the rock. A part of the cliff – a giant chunk of stone jutting from the cliff face – is not as stable as it appears. A force violent enough – an explosion, for instance – could split off a mass of rock, which would fall down to the beach below.
You take a closer look at the cracks in the rock. You estimate that with enough Bottled Explosions, say, 7 vials, some stoneworking tools and help from the locals you could bring the weakened part of the cliff crashing down onto the beach. If King Crab were there at the time, there's no way it could survive.
<</if>>\
[[Back|kingcrabqueststart]] <<set $cliffexplained to true>>\
The villagers are astounded by your proposal, but they soon come to realise it might be their best chance of destroying King Crab.
"I like your way of thinking, $playername," the blacksmith says, nodding in approval. "Sure beats screaming and charging at the beast with a knife. I'll gladly help you do this, the problem is, we don't have what we need."
[[Continue|kingcrabqueststart]]<<silently>><<finishquest>><</silently>><<set $exp += 1000>><<set $exptotal += 1000>><<set $bottledexplosion -= 7>><<set $craftingmaterials -= 1>><<set $renown += 2>><<set $assassinsstilettoowned += 1>><<set $greatdeeds.push(setup.defeatedkingcrab)>><<set $greatdeedsrewards.push(setup.defeatedkingcrab)>>\
Hope returns to the villagers' faces when you give them the stoneworking tools and explosive vials.
"We'll show that crab!" an old woman says.
"It comes out of the sea every night, and stays right underneath that giant rock," the blacksmith explains. "We should hit it for sure."
A group of villagers heads to the cliff and gets down to work, widening the cracks in the rock and carefully placing the explosive vials. You help them out by pointing the right spots.
When everything is ready, you return to the village and wait for nightfall.
An hour after the sunset the sea near the beach starts churning. A mountainous carapace appears, slowly rising from the sea. King Crab, bigger than the houses in the village, grey and covered with barnacles, crawls out of the water and onto the sand. It grabs a nearby piece of a wrecked boat with it pincers and throws it away, as if in anger. Then, it settles under the protruding rock and stays there, watching the lights of the fishing village.
Some of your companions flinch back in fear at the sight of the beast, but the blacksmith doesn't hesitate: he sets a torch on fire and raises it high, signalling the village's best archer, who's waiting on the cliff.
The archer, staying safely away from the weakened part of the rock, aims and shoots at one of the explosive vials you left exposed.
You hear a distant sound of glass breaking, and then there's a loud bang.
The explosion sets off the remaining vials. One by one they go off, deepening the cracks in the rock. You hear a low rumble as the whole part of the cliff shakes; rock splinters start to fall down on the colossal crab.
The beast turns around, startled by the shaking of the ground, but before it can escape back to the sea, the giant mass of rock splits away from the cliff and tumbles down onto the beach. The avalanche crushes and almost completely buries King Crab.
Only one of the beast's pincers is protruding from underneath the mass of rock; you can barely see it through the dust caused by the collapse. The monstrous claw twitches for a while, then stops.
You all look at one another. The villagers are shaken by the violence of the collapse, but their shock soon turns to joy.
"Eat that, beast!" the blacksmith shouts, shaking his fist.
"It's dead! It's finally dead!" someone else exclaims. "Thank Heavens! We killed it!"
People run to the beach and start removing the rocks to see the dead monster up close. Everyone celebrates and thanks you for your help.
"You saved us, $playername!" they say. "Now we can repair our boats and start fishing again!"
The blacksmith returns from the beach, carrying a long dagger, which he gives to you.
"We found it stuck between the plates of the beast's carapace," he explains. "Must have belonged to that poor fool who tried to kill it earlier. It looks valuable to me. Take it, $playername. You earned it."
<span class = "gold">You received Assassin's Stiletto!
You gained 1000 EXP!
Your renown goes up by 2!</span>
You stay in the fishing village for a night of celebrations, with music, dances and enough cooked crab meat to feed a legion of soldiers. Then, you set off to continue your journey, with everyone biding you a warm farewell.
[[Continue|$currentisland]]You head down to the beach.
You walk among the smashed boats, which, a closer examination reveals, were crushed by giant, serrated pincers.
As you approach the shore, you hear a low rumble. The water starts churning violently some distance away. King Crab, bigger than the houses in the village, grey and covered with barnacles, crawls out of the water and onto the sand.
The beasts heads straight your way, clicking its pincers. It's surprisingly fast, given its colossal size.
<<link [[Fight!|Combat]]>><<set $enemy to setup.kingcrab>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "kingcrabescaped">><<set $winroom to "kingcrabwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $enemy to setup.kingcrab>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "kingcrabwin">><<set $playermessage to "">><</link>>
<</if>>\You head back to the village. The locals have watched your fight with King Crab from a distance; they all look terrified and tell you you were lucky to escape with your life.
[[Continue|kingcrabqueststart]]<<silently>><<finishquest>><</silently>><<set $renown += 2>><<set $assassinsstilettoowned += 1>><<set $greatdeeds.push(setup.defeatedkingcrab)>><<set $greatdeedsrewards.push(setup.defeatedkingcrab)>>\
King Crab lies dead on the beach, like a barnacle-covered hill. Blue blood is flowing from the monster's wounds.
You spot a long stiletto stuck between the plates of the monster's carapace. You climb up and pull it out. It's an exquisitely wrought weapon, and must be worth a lot.
You wonder if it belonged to the adventurer killed by King Crab.
<span class = "gold">You received Assassin's Stiletto!</span>
Standing on the dead monster's back, you hear a commotion in the distance. You look around and see the villagers running your way along the beach. The all wave at you, laugh and shout.
"The monster is slain! The monster is slain! The traveller did it!"
Soon, the dead beast is surrounded by people, shocked and awed by your victory. They poke King Crab's pincers with poles, climb up its back, kick the monster and dance on the sand. The all seem a little mad – but then again, they were just saved from an unspeakable threat, so it's quite understandable.
"You saved us, $playername!" the villagers say. "Now we can repair our boats and start fishing again!"
"We saw you slay the beast," someone adds. "What a fight it was! You truly are a hero!"
<span class = "gold">Your renown goes up by 2!</span>
You stay in the fishing village for a night of celebrations, with music, dances and enough cooked crab meat to feed a legion of soldiers. Then, you set off to continue your journey, with everyone biding you a warm farewell.
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You start looking for the hunter and quickly locate him talking to a blacksmith in the town centre. The young man, who's wearing leather armour and carrying a longbow, is asking about something; the blacksmith, a short woman so stockily built she's almost square, impatiently shakes her head and waves him away.
The disheartened-looking hunter turns away and almost collides with you.
"Oh, I'm sorry," he says. "Forgive me. I've had a bad day. That's the last place I could think of, and they don't sell them. Looks like there's no avoiding shaming myself, with the whole village looking."
[[Ask what he wanted to buy|buyask]]
[[Ask why he thinks he's going to shame himself|shameask]]
<<default>>\
You find the young hunter in the town square, browsing through merchants' wares. He must be still looking for the Eagle-Eye Amulet.
<<if $eagleeyeamulet >= 1 && $amulet != "Eagle-Eye Amulet" || $eagleeyeamulet >= 2>>\
[[Give the hunter an Eagle-Eye Amulet|eagleeyegive]]
<<else>>\
Give the hunter an <span class = "red">Eagle-Eye Amulet</span>
<</if>>\
<<if $charisma == 2>>\
[[(Charisma 2) Convince the hunter he should start being honest|archercharisma]]
<<else>>\
<span class = "red">(Charisma 2)</span> Convince the hunter he should start being honest
<</if>>\
<<if $combat == 2>>\
[[(Combat 2) Offer to train the hunter to prepare him for the tournament|archercombat]]
<<else>>\
<span class = "red">(Combat 2)</span> Offer to train the hunter to prepare him for the tournament
<</if>>\
[[Leave the young hunter alone|$currentisland]]
<</switch>>"An amulet," the hunter explains and sighs. "You see, it's all because of the tournament."
He then clasps his hands, a look of sudden hope on his face.
"You look like someone well-travelled. Forgive me for asking you, but… maybe you happen to own an Eagle-Eye Amulet? I'll pay for it really, really well… that is, once I have the money..."
[[Continue|hunterhelpask]]"Because of the archery tournament," the young man answers grimly. He then clasps his hands, a look of sudden hope on his face.
"You look like someone well-travelled. Forgive me for asking you, but… maybe you happen to own an Eagle-Eye Amulet? I'll pay for it really, really well… that is, once I have the money..."
[[Continue|hunterhelpask]]You ask the young hunter why he needs an Eagle-Eye Amulet so badly.
"You see, I come from a village of hunters, where everyone is trained to use a bow from their youth," he explains. "And there's a tournament every year, in which those coming of age compete for the title of the best archer in the village. My father is the most respected of our hunters. He won his tournament, and, of course, everyone expects me to win this year. Especially as… I always told people how well my training is going. But the truth is..."
The man pauses for a moment. His face reddens with shame.
"The truth is I'm not nearly as good as I claim to be. Not – not terrible, but nowhere near as good as my father. I always wanted him to be proud of me. That's why I made up the stories about solitary training and hunts. I… I even killed animals with traps, then stuck arrows between the carcasses' eyes and claimed I hunted them with my bow. I'm only telling you this so you can understand how important it is that I have the Eagle-Eye Amulet. I heard about it from a traveller: it's a mystical charm that makes your arrows fly straight and true. If I had it, I could win the competition and my father wouldn't learn what a failure I am..."
The young hunter is almost crying. It's clear telling his story cost him a lot, and he's utterly desperate.
"I implore you, friend, bring me an Eagle-Eye Amulet! I promise to share my reward with you if I win the tournament, and it's a lot of money – people from my village sold many furs and other trophies to put up a prize of 5000 pieces of silver for the winner. Half of it will be yours if you help me!"
<<if $eagleeyeamulet >= 1 && $amulet != "Eagle-Eye Amulet" || $eagleeyeamulet >= 2>>\
[[Give the hunter an Eagle-Eye Amulet|eagleeyegive]]
<<else>>\
Give the hunter an <span class = "red">Eagle-Eye Amulet</span>
<</if>>\
<<if $charisma == 2>>\
[[(Charisma 2) Convince the hunter he should start being honest|archercharisma]]
<<else>>\
<span class = "red">(Charisma 2)</span> Convince the hunter he should start being honest
<</if>>\
<<if $combat == 2>>\
[[(Combat 2) Offer to train the hunter to prepare him for the tournament|archercombat]]
<<else>>\
<span class = "red">(Combat 2)</span> Offer to train the hunter to prepare him for the tournament
<</if>>\
[[Leave the young hunter alone|$currentisland]]<<set $eagleeyeamulet -= 1>>\
You take the Eagle-Eye Amulet and show it to the young hunter.
"Is that it?" he exclaims excitedly. "Oh, thank you so much! Now I have a chance of winning. My father will be so proud of me! Everyone in the village will!"
He takes the amulet and hangs it around his neck.
"I'm going back to my village. The tournament starts in a few days; when it's over, I'll be back with the money. Wait for me in the town!"
<span class = "gold">You lost an Eagle-Eye Amulet!</span>
[[Continue|eagleeyewin]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 2500>>\
You spend the next couple of days in the town. The young hunter returns, as he promised, and finds you. He seems really happy, if a bit uneasy.
"It worked! I won!" he says and shakes your hand. "Everybody's talking how I'm following in my father's footsteps. They expect me to take part in the most challenging hunts, with some of our most experienced archers, from now on. But… with my secret little helper I have nothing to fear, right?"
He laughs and gives you a heavy bag of coins.
"As promised, that's half of the prize money. I hope it made helping me out well worth it!"
<span class = "gold">You received 2500 pieces of silver!
You gained 400 EXP!</span>
You part with the young hunter, who returns to his village.
[[Continue|$currentisland]]You shake your head and explain to the young man that actually obtaining the magic amulet would be the worst thing possible for him.
"Are you making fun of me?" he exclaims. "Without it, I'm going to bring shame upon myself and my father!"
You explain in strong words that continuing his dishonest ways will only hurt the young man. You ask if he thinks his father would be proud if he knew the truth, and add it's better to lose while trying your best than to win through cheating.
The young man is moved by your speech.
"You're right," he says. "My father will be disappointed when I lose, but he would be even more disappointed if he learned I cheated… I only wish I didn't start lying in the first place. I should have asked father to help me with my training, but instead I looked for the easiest and fastest way to fulfil everyone's expectations..."
He clenches his fists in determination.
"You convinced me. I'll head back to the village, tell my father the truth and ask him for forgiveness. Maybe he'll even agree to train me. There's still a few days left until the tournament… Please, $playername, come by to watch it! If by some miracle I win, I'll happily share my prize with you."
The young hunter tells you where his village is located, then sets off on his return journey.
[[Continue|archercharismaend]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $renown += 1>><<set $wyvernteeth += 2>><<set $soulshard += 1>>\
A few days pass and you travel to a distant village to watch the archery tournament. Many skilled young hunters are competing for the prize. Villagers discuss various aspects of the competition and argue about their favourites. You also hear some people talking about how shocked everyone was when the son of the village's best hunter returned from his training trip a few days ago and told everyone he had been lying about his archery skills. People were angry with him at first, but he showed some true repentance, and started practising hard with his father. It seems like everyone forgave him, but, naturally, people no longer expect him to win.
Eventually, the competition begins. Young men and women shoot at the target, one by one, displaying high levels of skill. When it's your young friend's turn, he takes his position, tense, but focused. You spot a man who must be his father, watching him intently, smiling.
The young hunter starts shooting, and does really well – not well enough to win, but he takes the second place in the end.
As everyone's attention turns to the winner, you watch the young hunter and his father embrace. The older man pats his son on the back; they quietly talk with each other for a moment. Then, the young man sees you and points you to his father.
The older hunter approaches you.
"I can't thank you enough for what you've done, $playername," he says with a look of gratitude on his face. "My son told me everything. How he lied and cheated to please me… I feel like an old fool for not recognising the truth sooner. I should have started training him myself long ago; instead, I was content to hear he's doing so well on his own. Poor child," the hunter shakes his head. "He made a lot of mistakes, but what counts is that he did the right thing in the end. He told me everything and trained hard for the last couple of days. I'm more proud of him than if he won using some magic trick. And it's all thanks to you, $playername. Please, accept this; those are some old hunting trophies of mine. I want you to have them."
<span class = "gold">You received 2 sets of wyvern teeth and a soul shard!
You gained 400 EXP!</span>
"I'm going to tell everyone about your help and honesty. You're a good person, caring about other people's problems, and you know right from wrong."
<span class = "gold">Your renown goes up by 1!</span>
The hunter's son comes to thank you as well.
"I didn't win, and it doesn't count. I only wish there was a reward for second place, so I could give it to you, $playername. Thank you, and safe travels! I'll never forget what you did for me."
With the tournament over, you part with the father and son and return to town.
[[Continue|$currentisland]]You tell the young hunter you won't give him a magic amulet that would win him the competition, but you could train him; you're an experienced fighter and know a lot about archery as well.
The young man seems torn.
"You'd really train me? That's very generous of you but… I don't know if it will be enough. There's not much time left and I… maybe I just lack the potential..."
You brashly tell the hunter he has to decide now: make the best of his own skills with your help or try to look for a magical way out of his trouble, which – even if he finds it – will equal cheating.
The man stares at you, then nods.
"You're right. If I won thanks to an amulet… I don't know if I could look my father in the eyes, knowing he's proud of a cheater. Please, train me. I'll do my best."
You spend the next few days training the young hunter. You discover his technique is somewhat lacking, but he's by no means a terrible archer, and he's determined to learn.
You teach him a lot, including your Precise Shot technique.
You believe he could still improve, but there's no time for practice – the tournament is going to begin soon!
The young man heads back to his village and asks you to go with him.
"Whether I win or lose, $playername, I'll do it honestly, and it's all thanks to you. I want you to watch the tournament. If I win, I'll share the reward with you!"
[[Continue|archercombatend]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $renown += 1>><<set $wyvernteeth += 2>><<set $soulshard += 1>>\
You travel to a distant village and watch the archery tournament. Many skilled young hunters are competing for the prize. Your student seems to be the favourite – everybody's talking about his father's record-breaking appearance in the tournament years ago and wondering if his son will best him.
Eventually, the competition begins. Young men and women shoot at the target, one by one, displaying high levels of skill. When it's your student's turn, he takes his position, tense, but focused. You spot a man who must be his father, watching him intently.
The young hunter does everything as you taught him and shoots really well – not well enough to win, but he does take the second place.
The villagers seem a little surprised he didn't win, but everybody's attention soon turns to the new champion.
You see your student casting an uneasy glance at his father, who watched him with a stern look on his face. Then, the older man approaches his son, smiles and embraces him. The two talk quietly for a while, and when they're finished, the father approaches you.
"I can't thank you enough for what you've done, $playername," he says with a look of gratitude on his face. "My son told me everything. How he lied and cheated to please me… I feel like an old fool for not recognising the truth sooner. I should have taught him myself; instead, I was content to hear he's doing so well on his own. Poor child," the hunter shakes his head. "He made a lot of mistakes, but what counts is that he did the right thing in the end. I'm more proud of him than if he won using some magic trick. And it's all thanks to you, $playername. Please, accept this; those are some old hunting trophies of mine. I want you to have them."
<span class = "gold">You received 2 sets of wyvern teeth and a soul shard!
You gained 400 EXP!</span>
"I'm going to tell everyone about your selfless help and honesty. I'll teach my son myself from now on, but you've laid a solid foundation in just a few days. The boy's going to make a fine archer yet!"
<span class = "gold">Your renown goes up by 1!</span>
The hunter's son comes to thank you as well.
"I didn't win, and it doesn't count. I only wish there was a reward for second place, so I could give it to you, $playername. Thank you, and safe travels! I'll never forget what you did for me."
With the tournament over, you part with the father and son and return to town.
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
<<silently>><<startquest>><</silently>>\
You decide it's worth investigating the new inn. Maybe it's just a good, cheap place to stay. Or, if there's really something fishy going on there, uncovering the truth may be an interesting adventure.
First, you talk to the owner of the town's inn, who is the most suspicious of the new establishment, and vocal about it.
"That Crossroad Inn is bad news, I'm telling you," he says when you ask him about the matter. "No inn could survive offering the prices they advertise. And I heard about people who decided to stay there and… disappeared, just like that. I just know there's something wrong with that place. If you uncover the truth and force them to close down, adventurer, I'll pay you 1000 pieces of silver. Simply because I'm worried about my customers."
Just as he's done talking, a thin, wrinkled woman in a red headscarf, who was listening on your conversation, starts screaming in anger, attracting the attention of all patrons.
"Lies! All lies! I'm telling you, this fat pig of an owner badmouths competition, because once you visit the Crossroads Inn, you'll never come back here to pay his ridiculous prices. Disappearances? All made up! I stayed there last night. It's a clean, friendly place, and so cheap, too!"
The inn owner raises an eyebrow.
"I wouldn't trust her, friend," he warns you. "It's not her first stint here. The Crossroads Inn must have paid her well. Luckily, most of my patrons won't listen to that hag."
<<default>>\
You return to your investigation of the Crossroads Inn – a new and surprisingly cheap establishment just outside the town. The owner of the town's inn thinks it's very suspicious; reportedly, some people went to stay there and never returned.
You see posters all around town, advertising the Crossroad Inn and its "unmatched prices".
<</switch>>\
[[Go to the Crossroads Inn|crossroadsinn]]
[[Return to town|$currentisland]]It's getting dark when you arrive at the Crossroads Inn – a shoddily built, two-storey affair. You enter and find yourself in a poorly-lit common room. There are a couple of guests here, eating watery soup or falling asleep at the tables; they all look poor – might be beggars or vagabonds.
The bartender, a giant, one-eyed man, comes from behind the counter to greet you.
"A new guest! Welcome, welcome to my humble establishment," he says, eyeing you appraisingly. "You don't seem poor to me, but I'm always glad to see wealthy customers who value their money and choose my inn, where prices are outrageously low! Let me show you to your room. You don't want to stay here with the… less esteemed guests."
The one-eyed man ushers you to a single-bed room upstairs. He then leaves for a while and returns with a goblet of red wine.
"And here's your welcome drink, dear customer!" he says, grinning. "Don't worry, it's on the house. Just drink it, rest awhile, then I'll bring you a delicious supper."
<<if $ring == "Purifying Ring">>\
[[Drink the wine|winedrinkring]]
<<else>>\
[[Drink the wine|winedrink]]
<</if>>\
[[Refuse the wine|winerefuse]]<<set $innpoisoned to true>><<set $inntarg to "innroomB">>\
You take the goblet and starts drinking. The one-eyed man smiles and leaves, closing the door.
As soon as you swallow the first gulp, you feel a burning sensation in your throat. You drop the goblet, spilling the rest of the wine.
You have been poisoned! You are now certain the one-eyed man is killing his wealthier customers to take their possessions… but you're not sure you can make it out of here alive to alert the guards.
<span class = "gold">You lose 10 HP due to being poisoned!</span>
<<innpoison>>\
<<if $playerdead != true>>\
<<inncure>>\
[[Leave the room|inncorrB]]
<</if>>It's all too good to be true, you think. And the bartender's cordial disposition seems insincere.
You refuse the wine and brashly ask the one-eyed man what's going on here, and what happened to the people who disappeared.
The man's smile is replaced by an evil grimace. He shows you a heavy club he has been hiding behind his back.
"You ask the wrong questions, friend," he says. "If you just drank the wine, you would have died peacefully – well, mostly. But now I'll have to beat you to death. Not that it matters much to me; either way, I'll get your money."
The one-eyed man attacks you!
<<link [[Fight!|Combat]]>><<set $enemy to clone(setup.banditbrute)>><<set $initialisecombat to true>><<set $enemyhp to $enemy.maxhp>><<set $enemy.bribe to 0>><<set $enemy.intimidatediff to 0>><<set $enemy.diplomacydiff to 0>><<set $escapedroom to "innescape">><<set $winroom to "innwin">><<set $playermessage to "">><<surprised>><</link>>
<<if $dragonpearl > 0>>\
Fight in dragon form <span class = "red">(not enough place!)</span>
<</if>>\<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 1000>>\
You run downstairs and stumble out of the inn, escorted by surprised stares of the guests. The one-eyed man leaves through a back door and chases you down the road, swinging his weapon and screaming in fury, but you give him the slip.
You return to town and tell everything to the inn-owner.
"So, he's poisoning wealthy guests to steal their possessions," he says, nodding his head. "I expected something like this. Thank you for your help. I'm glad you didn't drink that wine, and that the brute didn't smash your head open. Here's your reward."
<span class = "gold">You received 1000 pieces of silver!</span>
"Now, let's report everything to the guards," the man says. "I need you to go with me, as an eyewitness."
You head to the town's guard barracks and tell everything to the officer there. She immediately sends an armed patrol to arrest the owner of the Crossroads Inn.
"He'll deny everything, of course, but we'll find the evidence, I'm sure," she says. "Good job, adventurer. You helped us discover a truly murderous plot."
<span class = "gold">You gained 400 EXP!</span>
"Thanks again for your help," the owner of the inn says as you leave the barracks. "Now, I believe the Crossroads Inn is out of the business for good, but if you need rest, you can always stay at my place!"
[[Continue|$currentisland]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 1000>>\
The mortally wounded one-eyed man tries to escape you; he stumbles out of the room and runs downstairs, but he trips. He rolls down the stairs and, with a horrible crunch, lands on the floor of the main room, where he lies prostrate, with broken neck.
The guests start panicking.
"Murder! Murder!" they scream. Someone runs outside to fetch the guards.
You calmly wait for them to arrive, then you explain the entire situation to their officer.
She eyes you suspiciously, then dispatches her subordinates to search the inn and find some evidence backing up your story.
It doesn't take long for the guards to discover a laboratory in the basement, and your old acquaintance, the old woman in red headscarf, hiding there. She loses her headscarf trying to escape her captors, and it turns out she's completely bald from inhaling the fumes of poisonous mixtures she was brewing.
When the guards finally catch her, she doesn't try to deny anything; crying and trembling in fear, she confirms what you've learned about the murderous scheme going on at the inn.
The officer is now looking at you with respect.
"It looks like you barely avoided death, adventurer, and also discovered a truly devious plot. We're taking this woman to jail. The other criminal has already been served justice."
You return to town and tell everything that happened to the owner of the inn there.
"So, they were poisoning wealthy guests to steal their possessions," he says, nodding. "I expected something just like this. Good job uncovering the truth and dealing with that brute! Here's your reward."
<span class = "gold">You received 1000 pieces of silver!
You gained 400 EXP!</span>
"Thanks again for your help," the owner of the inn says. "Now, I believe the Crossroads Inn is out of the business for good, but if you need rest, you can always stay at my place!"
[[Continue|$currentisland]]You take the goblet and start drinking. The one-eyed man smiles and leaves, closing the door.
As soon as you swallow the first gulp, you feel a burning sensation in your throat. It's quickly gone, and the Purifying Ring on your finger starts glowing.
Looks like the wine was poisoned, and you were only saved by the ring's magic!
With your suspicions fully verified, you sneak out of the room and quietly go downstairs. There, you find the one-eyed man welcoming two knights and their squires to the inn. He's bowing to them, talking about how honoured he is to have such important and wealthy guests visit his establishment. He then says he's going to show them to their rooms and bring them some excellent wine to help them relax after their journey.
Seeing there's no time to waste, you run downstairs and shout at the one-eyed man to stop his act, as truth has come out.
He stares at you as if he saw a ghost.
"But you should be dead!" he exclaims. "I saw you drink the poiso-"
He stops, but immediately realises it's too late.
You explain to the astonished knights that the man was poisoning wealthy customers to steal their possessions, and ask them for help in arresting him.
The one-eyed man recognises he's lost. He curses his stupidity, but offers no resistance as the outraged knights take him prisoner. Meanwhile, you and the squires search the inn and find a laboratory in the basement. There, the ugly woman in red headscarf is brewing some stinking fluid.
"Are they already dead?" she asks, without turning her head, when she hears someone enter.
She then realises her mistake, screams in panic and tries to run away, but you catch her. Her headscarf comes undone in the process, revealing a head without a single hair – the result of inhaling poisonous fumes.
You take the woman to the common room, then set out to town, to take her and the one-eyed man to jail. The knights, squires and the beggars visiting the inn all accompany you, and there's quite a commotion as your small procession goes through the town.
[[Continue|innringend]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 1000>><<set $renown += 1>><<set $potionbighealth += 3>>\
The officer of the town's guard is very surprised when you appear, but she doesn't doubt your story, especially when the culprits admit their guilt, seeing there's no use denying it with so many witnesses.
"You've done us a great service, $playername, by discovering this murderous plot, saving those noble knights and bringing the culprits to justice," the officer says.
The townspeople gathered around and the knights you saved all cheer for you.
<span class = "gold">Your renown goes up by 1!</span>
You head to the inn in town and tell its owner everything that happened.
"So, they were poisoning wealthy guests to steal their possessions," he says, nodding his head. "I expected something just like this. But, truth be told, I didn't expect you to arrest them just like that, and make them admit their guilt! Here's your reward. Plus something extra, for your excellent work."
<span class = "gold">You received 1000 pieces of silver!
You received 3 potent health potions!
You gained 400 EXP!</span>
"Thanks again for your help," the owner of the inn says. "Now, I believe the Crossroads Inn is out of the business for good, but if you need rest, you can always stay at my place!"
[[Continue|$currentisland]]<<widget "innpoison">>\
<<set $playerhp -= 10>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
<<if $playerhp == 0>>\
<<set $playerdead to true>>\
You were killed by the poison. Game over!
[[Continue|gameover]]
<<else>><</if>>\
<</widget>>\
<<widget "inncure">>\
<<if $antidote >= 1>>\
<<link [[Use an antidote|innheal]]>><<set $antidote -= 1>><<set $innpoisoned to false>><</link>>
<</if>>\
<<if $witchsremedy >= 1>>\
<<link [[Use a Witch's Remedy|innheal]]>><<set $witchsremedy -= 1>><<set $innpoisoned to false>><</link>>
<</if>>\
<<if $elixirofpower >= 1>>\
<<link [[Drink the Elixir of Power|innheal]]>><<set $elixirofpower -= 1>><<set $innpoisoned to false>><</link>>
<</if>>\
<<if $grandhealing>>\
<<link [[Cast the Grand Healing spell|innheal]]>><<set $innpoisoned to false>><</link>>
<</if>>\
<</widget>>\What a relief! You were cured of your poisoning. As the remedy takes effect, you immediately feel much better.
[[Continue|$inntarg]]<<set $inntarg to "innroomB">>\
You're in the room the one-eyed man placed you in. There's spilled wine on the floor, and an empty goblet.
There's a door to the south.
<<if $innpoisoned>>\
The poison is burning you from the inside.
<span class = "gold">You lost 10 HP!</span>
<<innpoison>>\
<</if>>\
<<if $playerdead != true>>\
<<if $innpoisoned>><<inncure>><</if>>\
[[Leave the room|inncorrB]]
<</if>><<set $inntarg to "innroomA">>\
<<switch visited()>>\
<<case 1>><<set $antidote += 5>>\
The door is locked, but it's so flimsy you easily break the lock open. You enter a small storage room. You see brooms, rags and woodworking tools scattered around.
There's a shelf here, and on it you discover a small box of antidotes! Did someone want to have them on hand in case they accidentally poisoned themselves?
<span class = "gold">You obtained 5 antidotes!</span>
<<default>>\
You're in a small storage room. There's nothing of interest here.
<</switch>>
<<if $innpoisoned>>\
The poison is burning you from the inside.
<span class = "gold">You lost 10 HP!</span>
<<innpoison>>\
<</if>>\
<<if $playerdead != true>>\
<<if $innpoisoned>><<inncure>><</if>>\
[[Leave the room|inncorrA]]
<</if>><<set $inntarg to "inncorrB">>\
You're in the corridor in front of your bedroom. The corridor leads east and west. You recall the staircase being located to the east.
<<if $innpoisoned>>\
The poison is burning you from the inside.
<span class = "gold">You lost 10 HP!</span>
<<innpoison>>\
<</if>>\
<<if $playerdead != true>>\
<<if $innpoisoned>><<inncure>><</if>>\
[[Go west|inncorrA]]
[[Go east|inncorrC]]
[[Go through the door|innroomB]]
<</if>><<set $inntarg to "inncorrA">>\
You're in the western end of the second floor corridor. There's a flimsy door here. The corridor leads east.
<<if $innpoisoned>>\
The poison is burning you from the inside.
<span class = "gold">You lost 10 HP!</span>
<<innpoison>>\
<</if>>\
<<if $playerdead != true>>\
<<if $innpoisoned>><<inncure>><</if>>\
[[Go east|inncorrB]]
[[Go through the door|innroomA]]
<</if>><<set $inntarg to "inncorrC">>\
You're in the eastern end of the second floor corridor. There's a door here, and the staircase leading down.
<<if $innpoisoned>>\
The poison is burning you from the inside.
<span class = "gold">You lost 10 HP!</span>
<<innpoison>>\
<</if>>\
<<if $playerdead != true>>\
<<if $innpoisoned>><<inncure>><</if>>\
[[Go west|inncorrB]]
[[Go through the door|innroomC]]
<<if $innpoisoned>>\
[[Go down the stairs|innleavepoisoned]]
<<else>>\
[[Go down the stairs|innleave]]
<</if>>\
<</if>>\<<set $inntarg to "innroomC">>\
You're in an empty room with a single bed. There's nothing of interest here. The only door leads south.
<<if $innpoisoned>>\
The poison is burning you from the inside.
<span class = "gold">You lost 10 HP!</span>
<<innpoison>>\
<</if>>\
<<if $playerdead != true>>\
<<if $innpoisoned>><<inncure>><</if>>\
[[Leave the room|inncorrC]]
<</if>>You stumble down the stairs, back to the common room. Your vision starts failing and the burning sensation in your stomach gets stronger every moment.
The bartender is not around. You have the unpleasant feeling he might be somewhere outside, digging you a grave.
You try to talk to the other guests in the room, warn them, but your strength fails you. You collapse onto the floor.
The last thing you remember seeing is the worried face of an old beggar, bending over you.
[[Continue|innhospital]]<<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 1000>>\
You walk down the stairs, back to the common room. The guests look at you with worry – they must have heard you stumbling around upstairs.
The bartender is not around. You have the unpleasant feeling he might be somewhere outside, digging you a grave.
You doubt the one-eyed man would want to poison poor beggars, but just in case, you warn the people in the common room and tell them what happened. They don't believe you at first, but they change their minds after looking at your pale face and trembling hands.
"Are you all right? Can you walk?" one of them asks with concern.
You assure them you managed to cure your poisoning, and advise everyone to immediately leave the Crossroads Inn.
They all agree. Together, you head back to town. Once there, you tell the owner of the town inn what you discovered.
"So, he's poisoning wealthy guests to steal their possessions," he says, nodding his head. "I expected something just like this. Thank you for your help. I'm glad you survived… unlike the poor souls who went missing there. Here, your reward."
<span class = "gold">You received 1000 pieces of silver!</span>
"Now, let's report everything to the guards," the man says. "I need you to go with me, as an eyewitness."
You head to the town's guard barracks and tell everything to the officer there. She immediately sends an armed patrol to arrest the owner of the Crossroads Inn.
"He'll deny everything, of course, but we'll find the evidence, I'm sure," she says. "Good job, adventurer. You helped us discover a truly murderous plot."
<span class = "gold">You gained 400 EXP!</span>
"Thanks again for your help," the owner of the inn says as you leave the barracks. "Now, I believe the Crossroads Inn is out of the business for good, but if you need rest, you can always stay at my place!"
<<link [[Continue|$currentisland]]>><<unset $innpoisoned, $inntarg>><</link>><<silently>><<finishquest>><</silently>><<set $exp += 400>><<set $exptotal += 400>><<set $silver += 1000>>\
You wake up in a hospital in town, feeling much better.
"Thank goodness!", you hear. You turn your head and see a medic sitting next to your bed.
"You were in a terrible shape when the beggars brought you in," he explains. "You were dying from poisoning. You only survived because we were able to quickly give you the antidote. Tell me, what happened?"
You briefly tell him your story and ask him to inform the town guards, and the owner of the town inn.
The medic is shocked.
"I've heard some rumours about people disappearing at the Crossroads Inn, but I never believed them!" he exclaims. "So it was all a murderous ploy, devised to kill wealthy guests and steal their possessions? I will send someone to alert the guards, right now."
You spend some time resting in the hospital bed. Thankfully, the medic says, your body suffered no permanent damage. Soon you're feeling perfectly well, and he permits you to leave the hospital.
Outside you stumble upon the owner of the town inn.
"I was just running to see you! Goodness gracious, what a horrible story! I wouldn't have ever forgiven myself if you died investigating my suspicions. I'm so glad you survived! I also heard the guards arrested the owner of the Crossroads Inn and his accomplice. It was – would you believe it? – that old hag in a red headscarf! And she was the one brewing the poison!"
He shakes his head in disbelief.
"Anyway, adventurer, I'm much obliged for your help. You risked your own life, but it saved the lives of others. Here's the promised reward."
<span class = "gold">You received 1000 pieces of silver!
You gained 400 EXP!</span>
"Now, I believe the Crossroads Inn is out of the business for good, but if you need rest, you can always stay at my place!"
<<link [[Continue|$currentisland]]>><<unset $innpoisoned, $inntarg>><</link>>You draw a deep breath, then spit white fire at the wall. The black glass starts to melt and boil; soon, there's a massive hole in the wall.
You walk through the hole and enter a part of the chamber which has been sealed off for ages. There, the Dragon King is lying dead on the floor: the colossal skull split from the rest of his skeleton with a savage blow.
You feel no pity for the fallen King. All you're interested in is his treasure; the golden ring, still in place on his bony finger.
You grab the ring with your teeth and pull it. There's a cracking noise as the bone breaks away.
<span class = "gold">You received the Dragon King's Ring!</span>
As you're admiring your new treasure, you realise it's not the source of power you were sensing. No, the real source is somewhere down below, pulsating beneath the stone floor, which seems very brittle...
Just as you realise this, you hear a rumble. Pieces of black glass are falling from above. You look up and see a human holding a sword; he's jumping towards you from a rock ledge, falling down among a cloud of glass shards.
You roar and prepare to incinerate the human, but he strikes first. His blade slides off your scales, but the force of the impact leaves deep cracks in the floor of the room.
"I'll kill every last one of your kind!", the human shouts.
You struggle for a while. The man avoids your fiery breath, but you manage to wound him with your claws. His sword finds its mark, too, opening a wound on your chest. You're surprised at your opponent's fierceness; how could a mere human do that to you?
You roar and fly up, then drop at the man, trying to crush him with your weight. For a moment you think you got him... and then the floor gives way.
Surprised, you plummet down, into darkness. You try to fly, but the human grabs one of your wings. Together, you fall down a deep shaft, towards a giant red crystal. The crystal shatters when you hit it and a powerful wave of energy knocks you unconscious...
[[Continue|dragonislandend1]]
<<set $dragonkingsring += 1>><<set $dragonislandcollapsed to true>><<silently>><<enddragonform>><<set $greatdeeds.push(setup.founddragonisland)>><<set $greatdeedsrewards.push(setup.founddragonisland)>>\<</silently>>\
It's very cold when you wake up. You open your eyes and examine yourself – no tail, no wings, no claws...
Were you really a dragon just a moment ago, or was it all a dream?
(You returned to your human form! Your items were unequipped when you transformed; remember to equip them back!)
You're on a beach on the northern side of Dragon Island, next to the mouth of a small stream which flows out of a crack in the rocky wall. The stream must have carried you out of the cavern.
Then you realise you're clutching something in your hand. It's the Dragon King's Ring! It has shrunk down in size and would fit your finger now.
So it really happened, you think. The Dragon King's power turned you into a dragon; even made you think like one. You wonder what would have happened if the spell hasn't ended.
You believe it was the shattering of the red crystal which turned you back into a human. You also remember the man you fought… he seemed so small, but now you realise he must have been a giant of a man, strong and experienced as a warrior. You see no sign of him anywhere; you wonder what could have happened to him.
You walk along the snow-covered beach to the other side of the island. There, you discover that the opening through which you entered the caverns has collapsed! Was the blast from the shattered crystal powerful enough to cause it all?
You realise how much luck you had in escaping the collapse.
You look around for your boat and are relieved to find it safely moored in the small cove.
It seems like there's nothing else for you to do on Dragon Island. You have claimed it's greatest treasure, and everything else has been buried when the caves collapsed.
[[Continue|dragonisland]]
<<set $greatdeeds.push(setup.founddragonisland)>><<set $greatdeedsrewards.push(setup.founddragonisland)>>\
You climb the steep tunnel onto a rocky ledge. On one side the ledge is open; you see the chamber below, and a giant dragon skeleton lying on its floor, the skull separated from the rest of it. On the other side of the ledge there's the top part of the glass wall. It's uneven and doesn't reach all the way up to the ceiling. There's also a strange pillar protruding from the glass wall.
You then take a step ahead and almost jump when you hear a voice coming from the pillar!
"Help… me..."
You take a closer look and see it's not really a pillar, but a tall man trapped inside the glass wall! Black glass covers his entire body except the face.
"Dragon King..." he utters. "I slew him, but he cast a spell with his last breath. Trapped me… I can't move my arms."
You see the man is suffering, but he shows extreme willpower and isn't giving in to his pain.
You notice a greatsword lying on the floor next to the trapped man. You take it and use it to break the enchanted glass covering the man's body.
It's hard work; the magic glass is hard and resists your efforts. Still, eventually you manage to weaken the layer covering the man's right arm. He then starts helping you as much as he can. Together, you break and crush the glass, and finally, the man is free.
"Thank you, noble friend," he says and smiles.
He's a giant of a man, tall and muscular, with long, blonde hair, a prominent jaw and clear blue eyes that are filled with determination. He's wearing an armour made of furs and leather.
"I came here to slay the source of evil plaguing the Archipelago," he explains and points to the headless skeleton on the floor below. "And slay him I did, but I paid a price for that. Without you, I would have been trapped here forever. Now that you saved me, we must destroy the Dragon King's source of power; if we don't, it will keep attracting evil creatures and maybe with time it will even resurrect the dread King himself. Come, friend!"
With these words he picks up his sword, grabs you with the other arm and jumps off the ledge, pulling you after him!
[[Continue|hjafnirjump]]<<set $dragonislandcollapsed to true>><<set $hjafnirunlocked to true>>\
You drop onto the rock floor, which shakes and rumbles.
"It was weakened already when I fought him," the man says. "Good!"
Then, the floor gives way and you plunge down a deep, dark shaft, towards a gleaming red light.
You land in a pond of icy cold water and both gasp for breath. Next to you, you see a giant red crystal.
"This is the source of the Dragon King's power!" the man says and smashes it with his sword!
As the red crystal shatters, there's a powerful blast of magic. You're both thrown into the air by the invisible force. You land and quickly get up, looking around with worry, as the whole mountain starts to shake. Rocks are falling down from above and landing in the pond.
"It is done!" your companion shouts. "Now let's hurry out of here, before everything comes down on our heads! There's a tunnel!"
You follow an underground river, sometimes running, sometimes swimming, out of the cave. As you escape, the Dragon King's dominion is falling apart around you.
You dash out of the cave onto the beach on the southern side of the island.
"Even better than I hoped for," your companion says and laughs. "Finally! My work here is finished. The caverns of the foul Dragon King are buried. No new evil shall spring from this place. I couldn't have done it without you, friend. You have my sincerest thanks. May I know your name?"
You tell the man your name is $playername.
"I'm in your debt, $playername," he says, bowing his head. "My name is Hjafnir, but most just call me the Barbarian."
[[Ask if he could really be THE Hjafnir|thehjafnir]]
[[Explain that hundreds of years have passed since Hjafnir's times|timepassed]]"What do you mean by <i>the Hjafnir</i>?" your companion asks, slightly puzzled.
You briefly explain everything: how hundreds of years have passed since the times of Hjafnir the Barbarian, who now is a legendary figure in the Archipelago.
The Barbarian's expression turns to shock, then sadness, as he realises you're telling the truth.
"So it has been hundreds of years," he finally says, nodding his head. "Strange… I could have sworn I only fought the Dragon King yesterday. But his magic kept me alive, and trapped, for such a long time, while everything I knew and loved passed away… Yes, I am that Hjafnir, my friend. I'm surprised people still remember my adventures…"
He falls silent for a long time, wistfully looking at the snow-covered beach and the misty ocean.
[[Continue|hirehjafnir]]
You briefly explain everything: how hundreds of years have passed since the times of Hjafnir the Barbarian, who now is a legendary figure in the Archipelago.
The Barbarian's expression turns to shock, then sadness, as he realises you're telling the truth.
"So it has been hundreds of years," he finally says, nodding his head. "Strange… I could have sworn I only fought the Dragon King yesterday. But his magic kept me alive, and trapped, for such a long time, while everything I knew and loved passed away… Yes, I am that Hjafnir, my friend. I'm surprised people still remember my adventures…"
He falls silent for a long time, wistfully looking at the snow-covered beach and the misty ocean.
[[Continue|hirehjafnir]]
"Forgive me, $playername," he eventually says. "I'm being ungrateful. You saved my life and helped me accomplish my final quest, after so many years. It's just… it's hard to believe so many years have passed. I should be long dead; and yet I live, and thirst for adventure. My sword and my arm have had enough rest. But I don't want to reveal myself to people of the Archipelago. Let them have their legendary Hjafnir; I'm too alive to be a legend. I shall be a simple adventurer. Tell me, $playername: will you let me travel with you? You already know who I am… and I have a debt towards you I want to repay."
<<if $ally.name != "none">>\
(If you recruit Hjafnir, your current ally will leave you<<if $ally.type == "beast">> and return to the wild<<else>>. You can rehire them later<</if>>.)
<</if>>\
[[Take Hjafnir as your ally|hjafnirrecruited]]
[[Don't take Hjafnir as your ally|hjafnirrefuse]]
<<silently>><<unhire>><<set $ally to setup.hjafnir>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
Hjafnir smiles.
"Excellent, $playername. I'll travel with you and discover the world anew. I hope good battles and good feasts await. Remember, don't tell anyone who I am. If what you told me about my 'legend' is true, I couldn't get any rest with people knowing."
<span class = "gold">Hjafnir is now your ally!</span>
You return to the northern side of the island. The cave entrance has collapsed, but your boat is still safely moored in the small bay.
[[Continue|dragonisland]]"I see," Hjafnir says. "But I still want to repay my debt, so if you ever need my help, just say so. I'm going to travel the Archipelago on my own, but I'm certain I'm going to spend a lot of time on $mainislandname – the Hunter's Guild, Academy and Great Market are still all there, right? It would be the best place for me to learn about what had changed while I'd been trapped by the Dragon King's spell. So, if you need me, look at the inn on $mainislandname."
You and Hjafnir part ways. The Barbarian prepares to leave Dragon Island on his own. You return to the northern side of the island. The cave entrance has collapsed, but your boat is still safely moored in the small bay.
[[Continue|dragonisland]]"Good to see you, $playername!" Hjafnir says. "I was starting to get bored. Shall we seek adventure together?"
<<if $ally.name != "none">>\
(If you recruit a new ally, your current ally will leave you<<if $ally.type == "beast">> and return to the wild<<else>>. You can rehire them later<</if>>.)
<</if>>\
[[Recruit Hjafnir as your ally|rehirehjafnir]]
[[Back|$return]]<<silently>><<unhire>><<set $ally to setup.hjafnir>><</silently>>\
<<if $unhiremessage != "">>\
$unhiremessage
<<else>><</if>>\
Hjafnir picks up his sword.
"Let's go, $playername. I'm hoping for some good fights!"
<span class = "gold">Hjafnir is now your ally!</span>
<<link [[Continue|$return]]>><<unset $unhiremessage>><</link>><<if $playerclass == "Caravan mercenary">>\
You are $playername, a tough caravan mercenary. You're skilled in combat and have often been hired by merchants to protect them from bandit attacks. You travelled with various caravans, both on sea and on land. On those journeys you picked up some knowledge about trading and learned how to negotiate prices. Recently, you decided you want to try working on your own, so you bought a small sail-boat and set off in search of adventure and opportunity.
<span class = "gold">You start with level 1 Combat and Trading skills.
You have 500 pieces of silver, a small health potion, a vial of bottled mist and a crossbow.</span>
<<elseif $playerclass == "Barbarian">>\
You are $playername, a bold barbarian from the fringes of the Archipelago. Since your youth you've learned how to fight and survive in a hostile environment. You're at home in the wilderness, but you always wanted to travel and seek adventure. You built yourself a small sail-boat and set off to see the world.
<span class = "gold">You start with level 1 Combat and Survival skills.
You have 500 pieces of silver, a small health potion, a vial of bottled mist and an axe.</span>
<<elseif $playerclass == "Battle mage">>\
You are $playername, a skilled battle mage. You have studied the arcane arts and learned some useful spells, but unlike many other mages, you also recognised the importance of combat training. You've trained with experienced warriors and experimented with using both physical force and magic to gain advantage in combat. You can't wait to test out your skills for real, so you bought a small sail-boat and set off to seek adventure in the Archipelago.
<span class = "gold">You start with level 1 Combat and Magic skills.
You know the Spark and Fortify spells.
You have 500 pieces of silver, a small health potion, a small magic potion, a vial of bottled mist and a staff.</span>
<<elseif $playerclass == "Swashbuckler">>\
You are $playername, an adventurous swashbuckler. You're well-versed in the art of combat, but you also know sometimes words can serve you better than swords; your quick wit and charisma have got you out of many a tricky situation. You dream of becoming a famous adventurer and are always looking for action.
<span class = "gold">You start with level 1 Combat and Charisma skills.
You have 500 pieces of silver, a small health potion, a vial of bottled mist and a sword.</span>
<<elseif $playerclass == "Druid">>\
You are $playername, a wise druid brought up in the wilderness. You studied the ways of nature and the art of magic under the elder druids. You know how to heal wounds and tame wild animals. You always were a restless spirit, eager to wander and discover new places; other druids even call you "adventurous". That's why you decided to build a small sail-boat for yourself and explore the Archipelago.
<span class = "gold">You start with level 1 Magic and Survival skills.
You know the Spark and Lesser Healing spells.
You have 500 pieces of silver, a small health potion, a small magic potion, a vial of bottled mist and a knife.</span>
<<elseif $playerclass == "Trickster">>\
You are $playername, a cunning trickster with a silver tongue and some knowledge of magic. You find pride in your ability to get yourself out of dangerous situations – be it with a clever spell or your diplomatic skills. You travel the Archipelago in your small sail-boat, always ready for a new adventure.
<span class = "gold">You start with level 1 Magic and Charisma skills.
You know the Spark and Dark Mist spells.
You have 500 pieces of silver, a small health potion, a small magic potion, a vial of bottled mist and a knife.</span>
<<elseif $playerclass == "Tinkerer">>\
You are $playername, a creative tinkerer travelling the Archipelago in a small sail-boat, buying and selling goods. You're always looking for new items to sell, and some of the best can be found in dungeons and other dangerous places – that's where your knowledge of the arcane arts gets very useful.
<span class = "gold">You start with level 1 Magic and Trading skills.
You know the Spark and Mage's Light spells.
You have 500 pieces of silver, a small health potion, a small magic potion, a vial of bottled mist and a knife.</span>
<<elseif $playerclass == "Explorer">>\
You are $playername, a brave explorer travelling the Archipelago in a small sail-boat. You enjoy visiting different islands, talking to local people and learning new stories, discovering forgotten ruins and delving into caves and dungeons. You can handle yourself both in the wilderness and in the big city, where your charisma helps you win over new allies.
<span class = "gold">You start with level 1 Charisma and Survival skills.
You have 500 pieces of silver, a small health potion, a vial of bottled mist, a staff and an antidote.</span>
<<elseif $playerclass == "Frontier trader">>\
You are $playername, a resourceful frontier trader. You're willing to head into the deepest wilderness to find rare items to sell – or customers for your wares. Thanks to your survival skills, you're well prepared for any danger that may befall you there. You know opportunity can arise on any island, so you frequently travel across the Archipelago in your small sail-boat.
<span class = "gold">You start with level 1 Trading and Survival skills.
You have 500 pieces of silver, a small health potion, a vial of bottled mist and 2x crafting materials (trading goods).</span>
<<elseif $playerclass == "Travelling merchant">>\
You are $playername, an enterprising travelling merchant. You sail the Archipelago in your small boat, buying and selling wares. You know very well when to haggle for better prices, and when to be charming, to win over customers or gain skilled allies who may help you on your travels. You're also somewhat adventurous, and not afraid to take a risk for a potential gain.
<span class = "gold">You start with level 1 Trading and Charisma skills.
You have 500 pieces of silver, a small health potion, a vial of bottled mist and 2x luxury items (trading goods).</span>
<</if>>\
<<if $objective == "treasure">>\
You are certain many thrilling adventures await you in the vast Archipelago, but there is one particular thing you have always dreamed of achieving.
You are after the Treasure of the Four Captains – a legendary trove of gold and jewels, strange artefacts and ancient knowledge. There were stolen from the great Southern Empire in its heyday, centuries ago, by four daring pirates. Stories about this treasure hoard range from amazing to simply unbelievable; without a doubt, whoever finds it, will be remembered forever as the greatest adventurer in the Archipelago and will gain all the glory, riches and wisdom they could ever dream of.
Many have tried to locate the Treasure of the Four Captains, but no one succeeded. It is believed there once existed a map leading to it; a map created by the four pirates. After the captains sealed the treasure inside a vault, legends say, each of them placed a lock or a trap to guard the entrance, then wrote down the clues required to get past it on one of the four map pieces. That way the pirates, who didn't trust one another, would only be able to reclaim the treasure if they all met, or if they had all the four pieces.
Then, legends say, Flynn, one of the four captains, betrayed the remaining three and tried to steal their map pieces, but they managed to either destroy them or hide them away. Neither Flynn, nor the other captains have ever seen the treasure again, and the map was lost.
<<if $playerclass == "Caravan mercenary">>\
Recently, however, you met a merchant you've once escorted and defended from bandits. She was so glad to see you she shared some news about the biggest deal of her life: she'd just sold an old piece of parchment to the Academy. She was surprised to hear how much the Academy scholar was willing to pay for it – until he explained it was part of the Four Captains treasure map!
"He took it and sailed back to $mainislandname," she told you. "I admire his honesty – hadn't he told me what it was, I would have sold it for a few coins, just to get rid of it!"
<<elseif $playerclass == "Barbarian">>\
Recently, however, you have learned – quite by accident – that at least part of the map may still exist. You caught a young woman trying to pick your pocket in the town square; she must have taken you for a naive outlander and was surprised to learn how aware and quick you are. As you held her upside down, shaking her and causing stolen loot to fall out of her many hidden pockets, she begged you to let her go, and promised to share a rumour about a great treasure if you put her down, gently.
Having recovered your coin purse, you did just that, and learned that the unlucky pickpocket swiped an old map from an Academy scholar, travelling aboard the same ship as her, not long ago; however, the man turned out to be a mage, and knocked her out with a spell as she was running away.
"And it was not just any stinking old map!" the pickpocket says. "I overheard that mage talking to his assistant – he said it leads to the Treasure of the Four Captains! Or would lead, if you had all the pieces."
<<elseif $playerclass == "Battle mage">>\
However, you learned from an old friend whom you studied magic with, that part of the map might still exist. Said friend has always been more of a bookworm than you, and chose an academic career instead of adventuring. He became an assistant to one of the more prominent Academy scholars. Recently, he wrote you a letter in which he described a journey he made with his master; they sailed to a remote island, to buy an old map from a merchant there.
<i>My master believes it's part of the Four Captains map – the one which leads to that immense treasure you've always been obsessed with. Isn't it funny? I never cared about that treasure, and yet it was me, not you, who got to see the map. Still, even if it's the real thing, it's only a single piece. I don't believe the remaining three will ever be found.</i>
<<elseif $playerclass == "Swashbuckler">>\
Recently, however, you learned that part of the map might still exist.
You've beaten a loudmouth pirate in a duel (both your sword skills and your bragging were a class higher than his); he begged you not to take his money, which you rightfully won, and promised to tell you a great secret an adventurer like you would surely like to know.
You agreed; he didn't have much silver on him anyway.
"I sto-ahem-found an old map piece not long ago," the pirate told you. "Looked completely useless to me, so I sold it to a merchant and drank the money away. Didn't even get decently drunk. But two days later I saw that merchant woman sell the map to some important wizard for a mound of silver! If he wasn't a damn wizard I would have shown them both for swindling me out of my money. Anyway, I heard them say that that old parchment is part of a map leading to the Treasure of the Four Captains! Can you imagine? I always thought that treasure was just an old pirate legend! Long story short, the wizard took the map back to some Academy. Guess they swindled me out of my treasure, too."
<<elseif $playerclass == "Druid">>\
Recently, however, you've learned that at least part of the map may still exist. You were called upon to treat a man who has been thrown overboard from a ship docked at the harbour. The man had almost drowned, and was stung by venomous jellyfish, but thanks to your magic and proper herbs he quickly recovered.
"Thank you for saving me, $playername," he said. "I can't believe they did that to me. I had a ticket! I paid for a passage on that ship, and here they come and tell me some important scholar needs to get back to the Academy with his silly old map, and I have to leave! Truth be told, the scholar wasn't the worst of the lot; I think he had the decency to feel a little ashamed, offered me some money and talked nonsense about a 'piece of the Four Captains map' he needed to get to safety. I, of course, wouldn't have any of it. And then that rascal who called himself 'captain' told his thugs to force me off his ship – and they threw me overboard. And, worst of all, sailed away with all my baggage! I'll have them all arrested if they ever return here!"
<<elseif $playerclass == "Trickster">>\
Recently, however, you've learned that at least part of the map may still exist. You've won a drinking competition against a loudmouth pirate (all right, you might have used some magical help, <i>and</i> convinced the bartender to mix rum with the pirate's beer, but you believed the obnoxious braggart simply deserved to lose); when he sobered up and realised he's lost a large bet, he begged you not to take his money and promised to tell you a secret about a great treasure instead.
You agreed – you have checked his purse when he was drunk and learned he didn't have enough to cover his bet anyway.
"I sto-ahem-found an old map piece not long ago," the pirate told you. "Looked completely useless to me, so I sold it to a merchant and drank the money away. Didn't even get decently drunk. But two days later I saw that merchant woman sell the map to some important wizard for a mound of silver! If he wasn't a damn wizard I would have shown them both for swindling me out of my money. Anyway, I heard them say that that old parchment is part of a map leading to the Treasure of the Four Captains! Can you imagine? I always thought that treasure was just an old pirate legend! Long story short, the wizard took the map back to some Academy. Guess they swindled me out of my treasure, too."
<<elseif $playerclass == "Tinkerer">>\
Recently, however, you've learned that at least part of the map may still exist. You were trading with a merchant who had made a lot of money not long ago. When she learned you're interested in the arcane arts and magic wares, she couldn't help but brag about her big deal, knowing she found an interested listener.
"I wish I still had that map piece I sold to the wizard from the Academy. I'm sure it must have been magical – no one would pay that much silver for just an old piece of parchment. Even though the wizard claimed it only had 'historic value' as part of the Four Captains Treasure map, I still believe there was magic involved. Yes, I wish I could show that map to you – maybe you would have told me what made it so valuable. Still, you surely understand I couldn't have turned down a deal like that!"
<<elseif $playerclass == "Explorer">>\
Recently, however, you've learned that at least part of the map may still exist. You met a fellow explorer who told you he was interested in buying some old maps from a merchant. She promised to sell them to him, but when he returned with the money, one map – or rather part thereof, a torn piece of old parchment – was missing. The merchant at first pretended to never have owned that particular map piece, but eventually she admitted she sold it for an astronomical sum to an Academy scholar.
"She told me the scholar believed it was part of the Four Captains map – the one from the old legend. Apparently, he offered her more money I could have afforded… She also said such old curios can only be interesting to scholars, and that I couldn't get anywhere with just one map piece."
<<elseif $playerclass == "Frontier trader">>\
Recently, however, you've learned that at least part of the map may still exist. A regular customer you met to sell him some tools admitted, visibly ashamed, he couldn't buy your wares, as he spent all his money on old maps.
"There was that merchant woman," he explained. "She made a lot of money selling an old map to a scholar from the Academy. A big heap of silver coins! So, I thought, if old maps go for so much money, why not try selling them myself? I bought some from various people around town and tried to sell them to that wizard as well, before he boarded the ship sailing back to $mainislandname. But he just laughed at me! Said my maps have 'no historic value whatsoever', and similar nonsense. I asked why he paid so much money to that merchant woman, and he said it was for some very special map, part of something about Four Pirate Captains. I just made a big fool of myself, didn't I?"
<<elseif $playerclass == "Travelling merchant">>\
Recently, however, you've learned that at least part of the map may still exist. During one of your travels you met a prominent member of the Academy, travelling with his assistant. You thought the esteemed wizard could be interested in your wares, but to your surprise he didn't even want to see them; he excused himself, saying he'd just spent most of his money on some important artefact he was taking back to the Academy. Curious about his story, you found the merchant he bought it from, and learned the artefact was an old map piece.
No ordinary map piece could cost as much money as the wizard had apparently paid, so you carefully steered your conversation towards the nature of that old map, trying not to appear too interested. Luckily, your interlocutor was a bit of a braggart; she quickly admitted she made an incredible profit from her sale, because the wizard believed the item in question was part of the map leading to the Treasure of the Four Captains.
<</if>>\
You can hardly believe your own luck! If that map piece really exists, the remaining three may as well<<if $playerclass == "Battle mage">>, contrary to what your naysayer friend believes<</if>>. You must be the first to find them all, and discover the Treasure of the Four Captains!
Looks like the first part of the map is at the Academy on $mainislandname. You could head there and talk to the scholars. $mainislandname, being the main island of the Archipelago, is marked on your map. You should also be able to stock up on resources there, necessary for a long treasure hunt. Or you could start exploring the Archipelago on your own, trying to discover more clues leading to the remaining map pieces, and the vault of the Four Captains.
<<elseif $objective == "weather">>\
You've been longing for a great adventure for some time – something that will make your name go down in history. Recently, unexplained phenomena started occurring in the Archipelago that immediately got your attention. First, a mighty earthquake in the ocean shook $quakeislandname; then, sailors started reporting bizarre weather incidents: red clouds raining fire on their ships and stifling green mist appearing out of nowhere. Apparently, these dangerous phenomena are getting more and more common. Numerous ships have already been lost because of them.
Scholars of the Archipelago started researching the matter, but so far they failed to provide an explanation.
<<if $playerclass == "Caravan mercenary">>\
Recently, however, you have discovered a clue to the true nature of these strange events.
You met a merchant on whose ship you'd once sailed, protecting its crew and cargo from pirates. The merchant was happy to see his old companion and told you a peculiar story about his last voyage.
"We were sailing from $quakeislandname, a couple of days after that earthquake, when our lookout spotted something in the distance. She though it was a column of cloud or smoke, but when I looked through the spyglass, I could swear I saw fragments of stone walls and stairs. They rose from the ocean and flew away, disappearing in the distance. I'm still not sure if it was real, or just a mirage, but it reminded me of that old tale about Heavenly Spire – the magical flying tower that also had the power to change weather. But the Spire collapsed into the ocean centuries ago..."
For the next few days, you can't stop thinking about the merchant's tale.
<<elseif $playerclass == "Barbarian">>\
However, recently you've had a strange encounter which shed some light on the matter.
You saved a stranger – a short woman in a funny hat, who looked like she's never left the city in her life – from a dark wolf in the deep wilderness. The woman was scared out of her mind when you found her, but it turned out she wasn't afraid of the wolf which almost ate her – or at least she was afraid of something else much more.
"It's the Spire! The Spire!" she screamed, madness burning in her eyes. "The Heavenly Spire, the cursed tower flying in the sky. Its builders used it to manipulate the weather, summoning fiery rains and destructive thunderstorms! Their mad experiments doomed them and the Spire collapsed into the ocean centuries ago, but it must have reappeared! What else could be causing these strange weather events?"
The woman continued to explain she is a historian and studied the Heavenly Spire extensively. She was convinced the weather anomalies would only increase in frequency and power, and wanted to escape from her coastal town before it gets flooded by freak waves, so she headed into the wild alone and unprepared.
You brashly told the woman she wouldn't survive a day in the wilderness. She looked at the dark wolf you killed and agreed; you took her back to the town, but she did not stop panicking about the weather anomalies and approaching doom.
It seemed to you like she was telling the truth, at least as to the history of the Spire.
<<elseif $playerclass == "Battle mage">>\
You, however, remember an old account you've once read. You've always had an interest in magical weapons – understandable in someone of your profession – and when studying their history, you learned about an ancient tower called Heavenly Spire. Its builders crafted powerful artefacts, but their greatest achievement was a mysterious machine which could make the stone tower fly in the sky. They tried to use that machine to control weather in the Archipelago as well, with disastrous effects; their experiment caused dangerous anomalies and destabilised the Spire, which collapsed into the sea. With the tower gone, the weather soon returned to normal.
The more you think about that account, the more convinced you are that Heavenly Spire may have somehow been reactivated after many centuries of dormancy.
<<elseif $playerclass == "Swashbuckler">>\
You, however, have heard a very interesting story from a fellow adventurer which shed some light upon the recent events.
You were exchanging tales of your daring exploits when that adventurer told you about great treasures and riches she's planning to gain. At first she didn't want to share any details, but you convinced her to tell you everything. Apparently, she met a few mages who were certain that the earthquake near $quakeislandname, as well as the bizarre weather phenomena, were connected to an ancient tower called Heavenly Spire. It was built by the mightiest wizards of old and could fly in the sky, as well as influence weather, thanks to some intricate machinery inside. However, its magic eventually failed, first causing catastrophic storms and rains of fire, and then sending the Spire plummeting down into the ocean.
"Everyone believed it was destroyed for good, but it looks like something activated its magic again," the excited woman told you. "Just think about all the riches that must be inside!"
The story piqued your interest; however, the details have you worried.
<<elseif $playerclass == "Druid">>\
One of the elder druids whom you talked to recently, however, told you about a story she remembered from her childhood.
"There was a tower in ancient times called the Heavenly Spire, built by wise mages. It could float in the sky. But when its builders tried to control the weather using the tower's magic, they caused disastrous storms, rains and other weather anomalies. For nothing good ever comes of meddling with the forces of nature and trying to bend them to your will. It is said that the Spire collapsed into the sea ages ago. I wonder if it could have reappeared now, causing these troubles with weather…"
She sighs.
"Someone must restore the balance, but how? We don't know how the Spire worked, or where its remains are."
You carefully consider the elder druid's story.
<<elseif $playerclass == "Trickster">>\
This mysterious occurrences pique your interest; you can sense a great adventure coming your way, so you spend some time trying to learn more about the matter. After talking to scholars in libraries and sailors in dingy taverns, piecing together bits of information and "borrowing" the notes of an absent-minded historian, you think you have figured out what might be going on.
The bizarre weather incidents look similar to what reportedly happened in the ancient times, when a group of powerful mages tried to control the weather in the Archipelago from their flying tower called the Heavenly Spire. Their experiments had catastrophic results and, in the end, caused the collapse of the tower itself. The Spire plummeted into the ocean and has been resting there ever since, slowly becoming a mostly forgotten legend. It seems possible, however, that some magic remained in its sunken ruins, and it has now been activated.
<<elseif $playerclass == "Tinkerer">>\
You, however, have a feeling you might know the source of these strange events.
Some time ago, a merchant whom you sometimes traded with tried to sell you a strange, broken contraption. He claimed that the mess of metal plates and wires was "ancient technology" coming from the "fabled tower of Heavenly Spire", and that it had magic properties.
You immediately saw the item wasn't more magical than your old shoe, and left. However, the tale of the Heavenly Spire piqued your interest, and you decided to learn more about the tower.
Talking to scholars, wizards and bards, you learned that the Spire was a tower that could float in the sky. Its builders tried to use the tower's magic to control the weather, too, but their experiments failed: they caused strange and dangerous weather anomalies, and later destroyed the tower, which fell from the sky into the ocean.
The undersea earthquake and bizarre weather occurrences sound like they could be caused by the ruins of the Heavenly Spire.
<<elseif $playerclass == "Explorer">>\
However, you think you may have a clue about the cause of these occurrences.
Some time ago, during one of your explorations, you found mysterious ruins on a small island: parts of stairs and walls scattered around the jungle. They looked ancient and were made of white stone that didn't occur anywhere on that island.
You asked local people what building those were the remains of, and to your surprise learned there never was any building there; according to a local legend, the stone fragments "fell from the sky" many centuries ago.
You decided to investigate the matter further and learned about a flying tower called the Heavenly Spire, which collapsed into the sea when the magic holding it up failed. The stories mentioned weather control experiments conducted in the tower, which may have caused its fall.
You concluded that the mysterious ruins might, in fact, have been small fragments of the Spire, thrown far from its main body by a magical explosion, and didn't think about the matter any further – until now.
An undersea earthquake, followed by bizarre weather phenomena, sound exactly like things that could be caused the sunken tower's magic.
<<elseif $playerclass == "Frontier trader">>\
However, during your most recent trading expedition to a remote village, you were approached by an old woman – the "crazy sorceress", as the villagers called her – who asked you if you were selling various magic ingredients and research equipment. Her list contained items which, you were quite certain, can only be found in the Academy on $mainislandname, so you had to answer in the negative.
"Oh, too bad, too bad," the old woman shook her head. "I used to work there, but I couldn't stand all the arrogant fools around, so I decided to become a hermit. But now, since the Heavenly Spire reappeared, maybe I should consider returning to that horrible place? They will never discover the truth about these weather incidents without me, you know."
You asked the woman about that Heavenly Spire she mentioned.
"Oh, the Spire? It was a floating tower. Built by ancient mages. A true miracle, so they say. It could fly all over the Archipelago – and even control the weather, only not very well. When they tried that trick, it summoned rains of fire and other crazy things, and then it fell apart and sunk into the ocean. Which proves you shouldn't try to control the weather. It's been centuries since the destruction of the Spire, but these recent incidents people are talking about make me think something – or <i>someone</i> – might have found the ruins and reactivated their magic. Fascinating, isn't it? I'd love to research this topic some more, so I'll go and build myself some proper equipment, oh yes. Unless the Spire sinks the whole Archipelago first, or does something similar."
<<elseif $playerclass == "Travelling merchant">>\
However, you learned some interesting things about the recent events from a merchant ship's crew which you sold some goods to. The sailors told you how during their last voyage black snow started falling from their sky, even though they were sailing the warm waters in the south of the Archipelago. The snow was oily and unpleasant to the touch, and did not melt. Later that day, they discovered much of the food on their ship inexplicably went rotten.
"Captain thought some evil wizard put a curse on us, but our doctor – he's a learned fellow – had another theory," one of the ship's officers told you. "He said something about a 'Heavenly Spire', a tower which could fly in the sky. It was built long ago by mages, and they used it to control the weather as well. As if we sailors didn't have enough trouble without crazy wizards messing around! The doctor said that the tower fell apart and sunk into the ocean many centuries ago, but that big earthquake might have somehow woken up its magic. I hope he's wrong, but… I saw that black snow with my very own eyes, and <i>something</i> was definitely causing it to fall."
<</if>>\
If what you've learned is true, the whole Archipelago may be in danger. Someone needs to locate the Heavenly Spire and stop whatever magic is causing the weather to go crazy. The person who achieves this will surely be hailed as a great adventurer and a hero.
You decide to investigate the matter. You could start by visiting $quakeislandname and asking about the earthquake. You could also sail to $mainislandname. There, you can stock up on resources required on an adventure, and maybe ask the Academy scholars if they know anything about the Spire. Or you could just head wherever the winds take you and see what you discover...
<<elseif $objective == "queen">>\
Recently, you came into possession of a most unusual medallion.
<<if $playerclass == "Caravan mercenary">>\
Your last job was escorting a rich merchant through dangerous wastelands. The journey proved difficult, and it was only thanks to you that the caravan managed to fend off a surprise bandit attack. When you reached your destination, the thankful merchant gave you an ancient-looking golden medallion in addition to what he owed you.
"You earned a bonus, $playername," he said. "I bought this from a peasant who said he'd found it in some crumbling ruins. I think it's worth some silver."
You couldn't shake the feeling the merchant was eager to get rid of the medallion, which surprised you, as the exquisitely wrought golden trinket indeed looked valuable.
<<elseif $playerclass == "Barbarian">>\
Travelling along a desolate road, you were attacked by a bandit. The attack surprised you – not that you weren't ready to defend yourself, no; it was the bandit's recklessness. He engaged you in the open, had no companions to help him, and you were armed and didn't look rich at all. You attacker indeed seemed mad; he screamed something about a "curse" and "the ghost of the witch" while waving his weapon around.
After you've killed him, you've searched his corpse and found a strange golden medallion, exquisitely wrought and ancient-looking. The bandit must have robbed some wealthy traveller before making the foolish mistake of attacking you.
Pleased with your find, you took the medallion with the intention of selling it later, and continued on your journey.
<<elseif $playerclass == "Battle mage">>\
You learned that an old knight, who trained you in combat years ago, died and left you something in his will. You travelled to his house and received a letter, written in his own hand, and a medallion.
"I want you to have this trinket, $playername," the letter read. "Out of all my friends and students, you are the only one with any inclination towards magic – don't think I've forgotten your little tricks during your training! – and I believe this medallion is magical. Maybe you'll be able to uncover its secrets and put it to some good use."
You knew your mentor was an avid collector of antiques; you took the exquisitely wrought golden medallion, thinking with gratitude about the old knight and everything he taught you. The mention of magic piqued your interest, but you did not sense any energy emanating from the medallion.
<<elseif $playerclass == "Swashbuckler">>\
You were strolling around the market when you heard the cries of "Get that thief!" and saw a young woman running away from an antique seller's stall. You gave chase, following her through the streets, pushing through the crowd and jumping over carts. The thief was quick and agile, but finally you caught her.
"Please, let me go!" she begged you. "Here, take this!"
She gave you an antique-looking gold medallion; it was strangely captivating, and while you were admiring its beauty, the thief freed herself from your grasp and ran away. Thinking you've at least recovered the stolen item, you returned to the antique seller and were surprised to learn that it wasn't the medallion the woman had taken.
Not knowing what else to do with the trinket, you decided to keep it.
<<elseif $playerclass == "Druid">>\
You were visiting a small town and learned that wild animals in the area have been acting disturbed for some time; many escaped the normally peaceful forest in wild panic, and even came running down the streets of the town.
You decided to investigate the matter. You headed to the heart of the forest; you've seen some animals on your way and they indeed seemed afraid of something. Finally, you reached a small clearing; no wild animals were in sight, but you found a hole in the ground, clearly dug out by a wolf. In the dirt, you discovered a beautifully wrought golden medallion.
You sensed a faint aura emanating from the medallion; this unnatural energy must have disturbed the animals. It did not seem malicious to you, though, or in any way dangerous, so you decided to keep the trinket.
Walking back to town, you were glad to see the now peaceful forest animals returning to the area.
<<elseif $playerclass == "Trickster">>\
You were playing cards in the tavern, doing remarkably well against a man who looked wealthy, but turned out to have less money than you hoped for. He instead bet a beautiful golden medallion, and promptly lost it. You were more than happy to collect your winnings. However, you found it somewhat surprising the man didn't look devastated at losing something so valuable. If anything, he seemed relieved…
You asked the man about the medallion, but he only said it was a "family heirloom" and quickly left, without even finishing his drink.
<<elseif $playerclass == "Tinkerer">>\
A farmer from a small village dug it up on his field. He seemed very excited, and a little scared. He claimed there was a "pretty lady" inside the medallion, but he couldn't understand what she was saying. He knew you were interested in buying magic items, so he brought the trinket to you.
You immediately examined the medallion, curious about the farmer's story, but didn't discover any magic properties, nor the "pretty lady". However, there indeed was some faint aura surrounding the item. The medallion itself looked ancient and was beautifully wrought, so you bought it, intending to study it more closely later, and eventually sell it for a profit.
<<elseif $playerclass == "Explorer">>\
You found it deep inside a crypt you were exploring – a crumbling ruin from ancient times. You discovered its location by carefully studying old maps and talking to local people; it seemed like a place worth exploring, but to your disappointment, there wasn't much to find inside. The crypt was empty, its treasures taken by adventurers from generations long past. You were ready to turn back, when you noticed a small niche in the wall of the dusty burial chamber. Inside, there was a golden medallion – a remarkable piece of jewellery, exquisitely wrought and very old.
It was almost as if it was waiting there for you specifically, you thought, wondering who placed it in the niche, and how many years – or centuries – ago.
<<elseif $playerclass == "Frontier trader">>\
You visited an old client – a recluse, living alone in the wilderness – with some tools and materials he wanted to buy. But when you reached his distant hut, there was no one there – the recluse disappeared, taking his few movable belongings with him. It looked like he had only left a few days ago, too.
Curious, and disappointed at making the long trip for nothing, you searched the hut and found a golden medallion, ancient and beautifully wrought, together with a note addressed to you.
"I had to leave," the note read. "I've been having strange dreams for the last few days. I think there's something in this hut causing them, and I don't want to stay here with it. I'm sorry for wasting your time; please, take this medallion for all your trouble. I found it in a cave nearby some time ago. I think it's worth some money."
<<elseif $playerclass == "Travelling merchant">>\
You were visited by a regular client – a wealthy man who used to buy various items of luxury from you. You had procured some really beautiful silk clothing and silver tableware for him this time; his eyes lit up when he saw your wares.
"Oh, they're most perfect, $playername! Just what I need!" he exclaimed. "But… I'm a little short on coin right now. Um… will you accept this instead? My great-aunt was an adventurer and explorer; she found it in some cave or dungeon many years ago. I think it must be worth something… I mean, worth a lot – at least as much as the price of these items!"
You took a look at the golden medallion the man was holding. It was very old and beautifully wrought; it indeed seemed worth a lot, so you agreed to your client's offer, feeling that you made a great deal.
<</if>>\
When you went to sleep the following night, with the medallion in your backpack next to you, you had a most vivid dream.
A regally dressed woman – you couldn't tell if she was young or old – appeared. You could sense her pain and sadness. For a moment, you wished you could wake up, but then the woman spoke:
"Please, listen to me!" she said. "Don't be afraid! I am Queen Valarisa, and your medallion belonged to me ages ago. It was stolen from my tomb by an enemy of mine, the servant of a vile Serpent I had fought against. My enemy took three other items of power as well; she knew doing that would trap my spirit between the worlds. For centuries, I have been unable to rest in peace. My medallion changed hands many times, but none of the owners would listen to me. They were too afraid of me to hear my words."
Valarisa's spirit reached towards you in a pleading gesture.
"Please, $playername! You must find the other three relics: my golden harp, my crown and my ring, and bring them to my tomb, together with the medallion. Only then will I finally be freed from this torment. I do not know where they are; my cunning enemy surely hid them well. Find the scholars of the ancient Academy; they will remember my story, and may know where the three relics are. I beg of you, help me! You shall be rewarded! When you have all four relics, bring them to my tomb on… on… I am sorry, I don't remember… I have forgotten so much…"
Before she could say anything else, the spirit of the ancient Queen was blown away by a sudden gust of cold wind. She cried in agony and was gone; you then heard a malicious laughter, and woke up.
<<if $playerclass == "Caravan mercenary">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You now know why the merchant was so eager to part with the medallion: he must have seen the apparition too, and thought she was an evil spirit. However, you doubt Valarisa was lying to you. She truly seemed an innocent person, tormented by a force of darkness.
You decide you can at least try to fulfil the Queen's wish. Freeing her will be a great deed, worthy of the best adventurer in the Archipelago. The reward the Queen spoke of is tempting, too.
<<elseif $playerclass == "Barbarian">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You wonder if the wretched bandit saw the apparition as well, and the fear of it made him lose his mind. You are not afraid of Valarisa, though. You think she was telling the truth, and that she indeed is an innocent spirit tormented by a force of darkness.
You decide to help her as best you can. Your people have always respected the dead; the brave Queen who fought an ancient Serpent deserves a peaceful rest. Besides, searching for her relics looks like a fit challenge for a real adventurer.
<<elseif $playerclass == "Battle mage">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You wonder if your mentor saw her as well – could that fearless knight be one of the people she mentioned, too afraid to listen to her words?
The whole story is fascinating, and you find yourself itching to learn more about the Queen's relics. Helping the spirit will be a noble deed, and a worthy challenge; you may learn a lot on that quest.
<<elseif $playerclass == "Swashbuckler">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You believe it was destiny that let you recover the medallion from the hands of the thief, who surely wasn't brave enough to listen to the Queen and fulfil her will. You, however, are an intrepid adventurer. Searching for lost relics in order to free an innocent spirit from eternal torment is just the great quest you've been longing for. The reward Queen Valarisa mentioned is tempting, too…
<<elseif $playerclass == "Druid">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You wonder if the forest animals could see her in their dreams, too, and fearing this strange and unknown figure, ran away in panic.
Still, you believe the Queen was telling the truth. She didn't scare the forest creatures out of malice; she was indeed an innocent soul trapped between the worlds, looking for someone who could help her. You decide to do whatever you can to free her; no one deserves such a sad fate. Hunting for the Queen's relics sounds dangerous, but you're not afraid of the challenge.
<<elseif $playerclass == "Trickster">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You wonder if the man you won the medallion from has seen her as well, and thought the trinket was cursed. His ignorance doesn't surprise you; many people are eager to believe in evil spirits, and you do think there is some dark force involved in this case, but it is not Queen Valarisa. You can sense she was telling the truth.
You decide to help the noble Queen tormented by an ancient enemy. Hunting for her relics sounds like the great adventure you've been longing for, and who knows what fabulous prize the grateful Queen will bestow upon you once you've freed her?
<<elseif $playerclass == "Tinkerer">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. The farmer must have seen her as well, but wasn't brave – or clever – enough to understand her.
You resolve to do your best to help Queen Valarisa. You're excited at the though of hunting three more ancient relics, even if the task seems daunting and dangerous. And there's the reward the Queen promised to give you once you've freed her spirit…
<<elseif $playerclass == "Explorer">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. Excited, you decide to do everything in your power to help her; you sense she wasn't deceiving you and really is an innocent spirit, trapped between the worlds by a dark power. And, naturally, you can't refuse the call to adventure – searching for the Queen's lost relics sounds truly exciting! You're eager to discover what happened to them and learn the story behind the Queen's sad fate.
<<elseif $playerclass == "Frontier trader">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You think the recluse saw her too, and thought she was an evil spirit haunting his house. But you don't think the Queen is evil; she truly seemed like an innocent spirit, tormented by a dark force.
You decide to help Queen Valarisa. Searching for her lost relics sounds like an exciting adventure which may lead you to many interesting places – and treasures.
<<elseif $playerclass == "Travelling merchant">>\
The dream felt so real you have no doubt you've indeed met the spirit of a dead Queen. You wonder if the man you got the medallion from has never seen her – or if he did and thought she was an evil apparition, and that was why he wanted to trade the medallion. Whatever your customer's reasons were, you're glad you've made the deal. You feel that Queen Valarisa was not deceiving you – she truly is an innocent spirit trapped between the worlds, willing to richly reward her rescuer.
You decide to do your best to help her and search for the three lost relics.
<</if>>\
According to Queen Valarisa, you should start your search by visiting the Academy. It is located on $mainislandname, which is an important trade centre. You should be able to buy items and resources required for the adventure ahead at the Great Market there.
You could also start exploring the various islands of the Archipelago; who knows, maybe luck will be on your side, and you'll discover the tragic Queen's relics…
<</if>>\
<span class = "gold">To select your first travel destination, click the island name or the image above on the Travel Map. You can visit any island right away – even the undiscovered ones (marked with "Unknown island" on the Map).</span>
[[Open Travel Map to choose your destination|TravelMap]]<<set $lahnisrock to true>>\
You press your hand against the mark on the rock, wondering if it's really Lahni's footprint, and if it can bring you good luck.
You think you felt a tingling sensation when you touched the rock – but maybe it's your imagination?
[[Return to town|$currentisland]]
<<widget "setobjective">>
<<set setup.objectives to ["queen", "weather", "treasure"]>>
<<set $objective to setup.objectives.random()>>
<<if $objective == "treasure">>
<<set $mappiecesowned to 0>>
<<set setup.mapmines to ["mine1", "mine2", "mine3", "mine4"]>>
<<set $minemap to setup.mapmines.random()>>
<<set $minemapowned to false>>
<<set setup.mapdungeon to ["dungeon3", "dungeon4"]>>
<<set $dungeonmap to setup.mapdungeon.random()>>
<<set $dungeonmapowned to false>>
<<set $academymapowned to false>>
<<set $flynnmapowned to false>>
<<elseif $objective == "weather">>
<<set $weatherjournalstart to true>>
<<set setup.blueprintsdungeons to ["dungeon3", "dungeon4"]>>
<<set $blueprintsdungeon to setup.blueprintsdungeons.random()>>
<<elseif $objective == "queen">>
<<set $queenacademy to true>>
<<set $serpentpetrified to true>>
<<set setup.crownmines to ["mine1", "mine2", "mine3", "mine4"]>>
<<set $crownmine to setup.crownmines.random()>>
<<set setup.livewaterdungeons to ["dungeon3", "dungeon4"]>>
<<set $livewaterdungeon to setup.livewaterdungeons.random()>>
<<else>>
<</if>>
<</widget>>
<<widget "objectivelocations">>
<<if $objective == "treasure">>
<<if $minemap == $island1activity2>>
<<set $minemapterrain to $island1.terrain>>
<<elseif $minemap == $island2activity2>>
<<set $minemapterrain to $island2.terrain>>
<<elseif $minemap == $island3activity2>>
<<set $minemapterrain to $island3.terrain>>
<<elseif $minemap == $island4activity2>>
<<set $minemapterrain to $island4.terrain>>
<<elseif $minemap == $island5activity2>>
<<set $minemapterrain to $island5.terrain>>
<<elseif $minemap == $island6activity2>>
<<set $minemapterrain to $island6.terrain>>
<<elseif $minemap == $island7activity2>>
<<set $minemapterrain to $island7.terrain>>
<<elseif $minemap == $island8activity2>>
<<set $minemapterrain to $island8.terrain>>
<<elseif $minemap == $island9activity2>>
<<set $minemapterrain to $island9.terrain>>
<<elseif $minemap == $island10activity2>>
<<set $minemapterrain to $island10.terrain>>
<<elseif $minemap == $island11activity2>>
<<set $minemapterrain to $island11.terrain>>
<<elseif $minemap == $island12activity2>>
<<set $minemapterrain to $island12.terrain>>
<<elseif $minemap == $island13activity2>>
<<set $minemapterrain to $island13.terrain>>
<<elseif $minemap == $island14activity2>>
<<set $minemapterrain to $island14.terrain>>
<<elseif $minemap == $island15activity2>>
<<set $minemapterrain to $island15.terrain>>
<<elseif $minemap == $island16activity2>>
<<set $minemapterrain to $island16.terrain>>
<</if>>
<<elseif $objective == "queen">>
<<if $crownmine == $island1activity2>>
<<set $crownislandname to $island1.name>>
<<elseif $crownmine == $island2activity2>>
<<set $crownislandname to $island2.name>>
<<elseif $crownmine == $island3activity2>>
<<set $crownislandname to $island3.name>>
<<elseif $crownmine == $island4activity2>>
<<set $crownislandname to $island4.name>>
<<elseif $crownmine == $island5activity2>>
<<set $crownislandname to $island5.name>>
<<elseif $crownmine == $island6activity2>>
<<set $crownislandname to $island6.name>>
<<elseif $crownmine == $island7activity2>>
<<set $crownislandname to $island7.name>>
<<elseif $crownmine == $island8activity2>>
<<set $crownislandname to $island8.name>>
<<elseif $crownmine == $island9activity2>>
<<set $crownislandname to $island9.name>>
<<elseif $crownmine == $island10activity2>>
<<set $crownislandname to $island10.name>>
<<elseif $crownmine == $island11activity2>>
<<set $crownislandname to $island11.name>>
<<elseif $crownmine == $island12activity2>>
<<set $crownislandname to $island12.name>>
<<elseif $crownmine == $island13activity2>>
<<set $crownislandname to $island13.name>>
<<elseif $crownmine == $island14activity2>>
<<set $crownislandname to $island14.name>>
<<elseif $crownmine == $island15activity2>>
<<set $crownislandname to $island15.name>>
<<elseif $crownmine == $island16activity2>>
<<set $crownislandname to $island16.name>>
<</if>>
<<else>>
<</if>>
<</widget>><<set $oldsailormet to true>>\
<<if $sailorinfo>>\
"I told you everything I know about the Treasure of the Four Captains," the Old Sailor says. "Now go find it! Stop wasting time!"
[[Return to town|$currentisland]]
<<else>>\
<<switch visited()>>\
<<case 1>>\
If someone in the Archipelago has any information on the missing pieces of the Four Captains treasure map, it may be the Old Sailor of $currentislandname, you think. Local people say he's obsessed with pirate treasures and spent most of his life chasing old legends.
You learn where the Old Sailor lives and pay him a visit.
The old man's hut is built on a cliff overlooking the sea, outside of town. The grizzled Sailor, his face weathered and wrinkled, comes out to see you and asks in a suspicious voice:
"What do you want?"
You explain you're searching for the Treasure of the Four Captains<<if $mappiecesowned > 0>> and already own part of the map. The Old Sailor's eyes light up with excitement when he hears that.
"So, the map hasn't been lost! I knew it!" the Old Sailor exclaims<<else>> and know that part of the map is in the Academy; you're looking for information about the other parts.
"So, you too believe the map hasn't been lost?" the Old Sailor asks with excitement.<</if>>"Actually, I know where two of the pieces should be. But... I'll only tell that to an experienced adventurer. I want you to find the treasure, not sell my information to some boring scholars."
<<if $renown < 5 && $charisma >= 1>>\
You try using your charm to convince the Sailor to help you, but he won't budge.
<</if>>\
<<default>>\
"I remember you," the Old Sailor says. "You're the one looking for the Treasure of the Four Captains – just as I did when I was younger. I can tell what I learned about the map pieces leading to the treasure, but only to an experienced adventurer. I want someone to find that vault, not just sell the map pieces to the Academy!
<</switch>>\
<<if $renown >= 5 && $sailorinfo != true>>\
[[(Renown 5+) Tell the Old Sailor you're a respected adventurer|oldsailorinfo]]
<<else>>\
<span class = "red">(Renown 5+)</span> Tell the Old Sailor you're a respected adventurer
<</if>>\
[[Return to town|$currentisland]]
<</if>>\
<<set $sailorinfo to true>>\
The Old Sailor listens and nods his head.
"I've heard people talking about you, $playername. You seem like a promising young adventurer. If someone can find the Treasure of the Four Captains – hell, it might be you! You know, I spent many years looking for those map pieces – listening to old legends, talking to pirates, searching through caves and shipwrecks. I never found them, but I know where they might be, and I want someone to finish what I started. So listen carefully, and note that down in your journal:
The first of the Four Pirate Captains was Captain Bones – a mysterious woman who always covered her face with a skull mask. According to rumours, she hid her part of the map deep inside a dangerous dungeon called <<if $dungeonmap == "dungeon3">>$dungeon3.name<<else>>$dungeon4.name<</if>>.
Captain Mudd was a great swordsman, and a bold braggart. Supposedly, he left his map piece deep inside a mine on some $minemapterrain island; unfortunately, I've never learned that island's name.
Captain Rose, one of the best navigators the Archipelago has ever seen, and a mage as well, was the first to be killed by the treacherous Flynn. Before she died, she gave her map piece to some trusted person. I guess that must be the piece the Academy scholars found.
The last pirate captain, Flynn the traitor, died at sea, when his ship sank in a violent storm. It happened shortly after he killed the other captains, and before he could find any of their map pieces; pirates say he was punished by the spirits of the ocean, or by the ghosts of his victims. Most likely, he had his piece on him when he died, so for all we know, it must have been destroyed. But… some sailors say that Flynn's greed and hatred didn't let his soul depart this world. They tell stories – terrifying ones – about him still searching for the other map pieces…"
The Old Sailor looks you straight in the eye.
"I told you everything I know about the map pieces. I hope you'll find them, and recover the Treasure of the Four Captains. If you do, come back and tell me everything about it. That's all I care about now; I don't want the riches, I just want to know my search was not all in vain, after all."
Information about the map pieces was added to your journal!
<<if $mappiecesowned == 4>>\
You tell the Old Sailor you actually own all four map pieces – you found them in the places he described, so his information confirmed they're real.
"You have them all?!" the old man exclaims. "Then why are you here, and not in the Vault of the Four Captains? Well, it doesn't matter – show them to me! Tell me, did you really fight Flynn?"
The Old Sailor is overjoyed to see the map pieces and hear your story.
"So, I've been right all that time, I just haven't been able to finish what I started... Go, $playername, find that treasure!"
<</if>>\
[[Continue|$currentisland]]
<<switch visited()>>\
<<case 1>>\
You talk to the scholars at the Academy about the old map one of them recently bought and explain you're very much interested in it.
"You mean the piece of the Four Captains map?" one of them asks. "It was actually me who bought it. I presume you're an adventurer, willing to chase after the legendary treasure? In that case, I must disappoint you. I believe the piece is original, but without the remaining three you won't ever locate the Vault of the Four Captains. Besides, it's a historic artefact, and belongs in the Academy collection."
You ask if there's any way you could get the map piece.
<<default>>\
You seek out the scholar who brought the map piece to the Academy and ask if you could get it.
<</switch>>\
"Well..." the scholar hesitates. "We could give the map to an Academy member, interested in further researching the topic. <<if $academymember != true>>But since you aren't a member, that's out of the question. We could only offer the map as a… gift if you made a generous donation to the Academy, which would let us buy other artefacts to replace it in our archives. Yes, if you donated 10000 pieces of silver, you could take the map piece."<<else>>Wait – you are a member? I guess you can take the map, then. Truth be told, it's only gathering dust in the library. I doubt you'll ever find that treasure, but if you do, the Academy would indeed be interested in examining it closely. Supposedly, a wealth of ancient knowledge is hidden in the Four Captains Vault."<</if>>
<<if $academymember>>\
[[(Academy member) Take the map piece|academymaptake]]
<<else>>\
<span class = "red">(Academy member)</span> Take the map piece
<</if>>\
<<if $academymember != true>>\
<<if $silver >= 10000>>\
[[Buy the map piece for 10000 silver|academymapbuy]]
<<else>>\
Buy the map piece for <span class = "red">10000 silver</span>
<</if>>\
<</if>>\
[[Ask who could know more about the remaining map pieces|scholarmapask]]
[[Back|academy]]
<<set $academymapowned to true>><<set $mappiecesowned += 1>>\
"As the member of our esteemed institution, you have the right to take it," the scholar says. "The Academy is counting on you, $playername. I'm still not convinced the Treasure of the Four Captains will ever be found, but if it was… what an amazing discovery that would be!"<<if $academysailorasked != true>><<set $academysailorasked to true>> "By the way, have you heard about that sailor obsessed with the Treasure of the Four Captains? Supposedly, through his travels he's gathered a wealth of knowledge on the topic. If you manage to find him, he could be a good source of information on the other map pieces. If he's still alive, that is."<</if>>
The scholar produces an old, rather small piece of parchment and gives it to you. It's yellowed with age, the ink so faded it's difficult to read, but you can make out part of an island's outline, a picture of a rose and some words scrawled next to it. It's quite clear this is a map – or rather only part of a map, useless without the remaining pieces.
<span class = "gold">You obtained Captain Rose's map piece!</span>
<<if $mappiecesowned == 4>>\
You found the last piece and now own the complete Four Captains Treasure Map! Time to read it and learn where the legendary Vault is located.
<</if>>\
[[Continue|academy]]<<set $academymapowned to true>><<set $silver -= 10000>><<set $mappiecesowned += 1>>\
You agree to pay the hefty price and hand over the money.
The scholar smiles.
"Thank you very much for your contribution. We will use the funds to conduct new research and purchase various items of historic value. Now, in the name of the Academy, I would like to present you with this map."
He produces an old, rather small piece of parchment and gives it to you. It's yellowed with age, the ink so faded it's difficult to read, but you can make out part of an island's outline, a picture of a rose and some words scrawled next to it. It's quite clear this is a map – or rather only part of a map, useless without the remaining pieces.
"I hope this will lead you to interesting discoveries, $playername," he says.<<if $academysailorasked != true>><<set $academysailorasked to true>> "By the way, have you heard about that sailor obsessed with the Treasure of the Four Captains? Supposedly, through his travels he's gathered a wealth of knowledge on the topic. If you manage to find him, he could be a good source of information on the other map pieces. If he's still alive, that is."<</if>>
<span class = "gold">You obtained Captain Rose's map piece!</span>
<<if $mappiecesowned == 4>>\
You found the last piece and now own the complete Four Captains Treasure Map! Time to read it and learn where the legendary Vault is located.
<</if>>\
[[Continue|academy]]Captain Rose's piece of the Four Captains Treasure Map.
You got it from the Academy on $mainislandname.
This weathered piece of parchment shows a partial outline
of an island.
There's also a picture of a rose on the margin of the map,
and text written next to it, which reads simply "FOLD ME".
<a class="link-internal ui-close">Close</a>Captain Bones' piece of the Four Captains Treasure Map.
You found it deep inside a dangerous dungeon.
The map shows a part of an island's outline and a picture
of a skull. The writing next to the skull reads "Reach
out for the helping hand."
<a class="link-internal ui-close">Close</a>Captain Mudd's piece of the Four Captains Treasure Map.
You found it hidden deep inside an old mine.
The map piece shows a partial outline of an island.
There's also a picture of a kraken on the margin, with
an arrow sticking out of its eye. The writing next
to it reads "Straight through the kraken's left eye."
<a class="link-internal ui-close">Close</a>Captain Flynn's piece of the Four Captains Treasure Map.
You obtained it by defeating the Undead Flynn himself.
The map piece shows a partial outline of an island and
a picture of two crossed swords. The writing next to the
picture reads: "I am the guardian, the living rock. I only
let past me those who admit that Captain Flynn is the
greatest."
<a class="link-internal ui-close">Close</a>You take the four map pieces and carefully put them side by side.
You're now looking at the complete sea map, showing a secluded island far in the southern seas. In the centre of the island, there's a drawing of a cave entrance blocked off with a massive stone door.
<<if not $vaultlocation>><<set $vaultlocation to true>>\
The location of the Vault was added to your Travel Map!
<<else>>\
With this map you can travel to the Vault of the Four Captains!
<</if>>\
The map shows an island in the southern seas, surrounded by dangerous reefs.
There are pictures and notes left by the Four Captains in the four corners of the map.
On the first map piece, there's a picture of a rose with "FOLD ME" written next to it.
The next piece has a picture of a kraken on it, with an arrow sticking out of its eye. The writing next to it reads "Straight through the kraken's left eye."
The third piece is marked with a picture of a skull. The writing next to the skull reads "Reach out for the helping hand."
The final piece has a picture of two crossed swords on it. The writing next to the picture reads: "I am the guardian, the living rock. I only let past me those who admit that Captain Flynn is the greatest."
<a class="link-internal ui-close">Close</a><<set $academysailorasked to true>>\
"About the pieces which may not exist any more?" the scholar asks. "I'm not sure. No one in the Academy has seriously researched the Four Captains in years, and those who did it earlier found few answers. Apparently, most of that knowledge has never been recorded in written form."
He thinks for a moment, then adds:
"There used to be a sailor obsessed with the Treasure of the Four Captains, and pirate legends in general. Supposedly, through his travels he's gathered a wealth of knowledge on the topic. One of our scholars met him once, but the sailor refused to share his information; he said "pirate treasures are not for must-smelling bookworms", or something equally crude. That was many years ago, and I don't know if that sailor's still alive; if he is, he could be a good source of information. If you convince him to talk with you, that is."
[[Back|academymap]]<<set $minemapowned to true>><<set $mappiecesowned += 1>>\
You get down to work and clear the rubble, using your mining tools.
There was a small niche behind the rubble. In it, you find an old, battered metal box. You open it, revealing a yellowed piece of parchment – a fragment of a larger map. It shows part of an island's outline, a picture of a kraken and some words written next to it.
<span class = "gold">You found Captain Mudd's part of the Four Captains' Treasure map!</span>
<<if $mappiecesowned == 4>>\
You found the last piece and now own the complete Four Captains Treasure Map! Time to read it and learn where the legendary Vault is located.
<</if>>\
[[Continue|$return]]<<if $flynnmet>>\
You set sail towards your destination.
It's night-time, with only the pale moon and starts lighting your way, when you hear a strange noise. Water starts churning and bubbling violently not far from your boat. A dark shadow appears under the surface. It quickly moves towards you. As you watch, Undead Captain Flynn emerges from the sea, his human torso mounted on a mass of black tentacles.
"You can't escape me forever, mortal!" he screams. "<<if $mappiecesowned == 1>>The map piece! Give it to me!<<else>>The map pieces! Give them to me!<</if>>"
Undead Flynn attacks you!
<<else>>\
You set sail towards your destination.
It's night-time, with only the pale moon and stars lighting your way, when you hear a strange noise. Water starts churning and bubbling violently not far from your boat. A dark shadow appears under the surface. It quickly moves towards you. As you watch, a strange, monstrous creature rises from the sea. From the waist up, it's a withered, undead corpse of a pirate, clad in a tattered red jacket and holding a crossbow in his hands. From the waist down, the body is a mass of black tentacles, like those of a giant octopus.
The undead monster turns to look at you, green flames burning in his empty eye-sockets.
"You have it – you brought it to me! I can hear it call to me!" he screams, his voice hoarse and cold. <<if $mappiecesowned == 1>>"You have a piece of the map! Oh, what great news! I, Flynn, am now one step closer to reclaiming my treasure!<<elseif $mappiecesowned == 2>>"And – you have more than one! Oh, what great news! I, Flynn, am now two steps closer to reclaiming my treasure!<<elseif $mappiecesowned == 3>>"And – could it be possible? You actually have all of them? Oh, what great news! Through their machinations, those three weaklings have kept it away from me for hundreds of years, but finally I, Flynn, shall have my treasure back!"<</if>>
There can be no doubt about it – the horrible undead monster before you is none other than the traitor Flynn, one of the Four Pirate Captains, cursed to roam the seas forever looking for the pieces of the map his comrades hid away from him. He must be hundreds of years old; his twisted, corrupt body houses a soul filled with nothing but hatred and avarice.
If the legends are true, he's also holding his own piece of the treasure map…
"Give <<if $mappiecesowned == 1>>it<<else>>them<</if>> to me!" Undead Flynn screams and attacks you!
<</if>>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $flynnmet to true>><<set $enemy to setup.undeadflynn>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "flynnescape">><<set $winroom to "flynnwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $flynnmet to true>><<set $enemy to setup.undeadflynn>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "flynnwin">><<set $playermessage to "">><</link>><</if>>\<<widget "undeadflynn">>
<<set setup.undeadflynn to {
type:"legendary",
maxhp:100,
mindamage:8,
maxdamage:14,
minpowerdamage:8,
maxpowerdamage:10,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"physical",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:true,
volleyshots:6,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:1,
specialattack2bonus:5,
defense:7,
escapediff:6,
dr:3,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:true,
lightningresistance:false,
stunresistance:true,
stunimmunity:false,
weakenimmunity:true,
poisonimmunity:false,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:0,
weakenduration:4,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:8,
mincooldown2:6,
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:true,
special2stun:true,
special2fortify:false,
specialplayeraction:"",
name:"Undead Flynn",
namecapitalised:"Undead Flynn",
namefullcaps:"UNDEAD FLYNN",
nameundetermined:"Undead Flynn",
nulldamagemessage:"but Flynn's undead body absorbs the damage",
playermissmessage:["you miss"],
deathmessage:"Undead Flynn sways and screams in agony as his monstrous body starts to fall apart.",
attackallmessages:["Undead Flynn attacks you with a tentacle", "Flynn lashes at you with a tentacle", "Flynn smashes you with a tentacle", "Flynn shoots his crossbow", "Flynn shoots a bolt at you"],
attacknormalmessage:["Undead Flynn attacks you with a tentacle", "Flynn lashes at you with a tentacle", "Flynn smashes you with a tentacle"],
attackflyingmessage:["Flynn shoots his crossbow", "Flynn shoots a bolt at you"],
cantreachmessage:[],
specialattackmessage:"Undead Flynn readies his crossbow and fires a volley of bolts",
specialattack2message:"Undead Flynn emits a blood-curdling scream filled with hatred",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the dark energy animating Flynn's monstrous body",
intromessage:["The undead Captain Flynn, his dry, withered torso mounted on a mass of black tentacles, approaches your boat!"],
codexdiff:2,
silver:0,
exp:600,
}>>
<</widget>><div class = "popup">One of the four legendary pirate captains, Flynn, betrayed his comrades, wanting to keep the treasure they plundered and hid all for himself. The other captains, however, managed to hide their map pieces, containing clues on how to open the treasure Vault, before Flynn could get them. The treacherous captain died on sea soon after that, when his ship sank in a violent storm. However, Flynn's greed and hatred kept his soul chained to this world. Unable to go on land, he roams the sea as a horrible undead creature, obsessed with finding the remaining map pieces.
Enemy type: legendary
Max. HP: 100
Defence: 7
Magic defence: 6
Damage reduction: 3
<span class = "heading">VOLLEY:</span> Undead Flynn's special attack is a volley of shots;
each shot's chance to hit and damage are calculated separately.
<span class = "heading">FIRE RESISTANCE:</span> Undead Flynn only takes 50% of fire damage and is immune to burn.
<span class = "heading">STUN RESISTANCE:</span> Undead Flynn has a 50% chance of resisting stun.
<span class = "heading">WEAKEN IMMUNITY:</span> Undead Flynn cannot be weakened.
<span class = "heading">STUN:</span> Undead Flynn's attacks may stun the opponent.
<span class = "heading">WEAKEN:</span> Undead Flynn can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>You catch the wind in your sails and steer your boat away from Flynn. The monstrous captain screams in fury and starts swimming after you, propelling himself forward with his tentacles like a giant squid could do. The wind, however, is in your favour and you quickly leave Flynn behind.
You have a feeling this wasn't the last time you saw him.
[[Travel to your destination|$destination]]<<set $flynnmapowned to true>><<set $mappiecesowned += 1>>\
"No! I cannot lose! The treasure is mine!" Flynn screams. His tentacles thrash around as his upper body turns to dust. "Give it back..."
With these last words the cursed captain is gone, what remains of him quickly sinking to the bottom of the sea. All that's left where he was just a moment ago is a glass bottle bobbing up and down on the waves.
You fish out the bottle and discover there is an old piece of parchment inside – a fragment of a sea map with a picture of two crossed swords and some text scrawled next to them.
<span class = "gold">You received Captain Flynn's part of the Four Captains' Treasure map!</span>
<<if $mappiecesowned == 4>>\
You found the last piece and now own the complete Four Captains Treasure Map! Time to read it and learn where the legendary Vault is located.
<</if>>\
[[Travel to your destination|$destination]]
<center><span class = "maintitle">4x4 Archipelago</span></center>
<center><span class = "big">This is the story of <span class = "gold"><<link "$playername the $playerclass" "Main menu">><<setplayer>><<setinventory>><<setprices>><</link>></span>
and <<if $objective == "treasure">>the search for the Treasure of the Four Captains<<elseif $objective == "weather">>the quest to dispel the ancient magic of Heavenly Spire<<elseif $objective == "queen">>the lost relics of the tragic queen<<else>><</if>>.</span></center>
<center><span class = "menulinks"><span class = "gold">[[Start the new adventure|game intro]]
<<link "Re-roll class and objective">><<run Engine.restart()>><</link>>
<<link "Load game">><<script>>UI.saves()<</script>><</link>>
[[How to play]]
[[Credits]]
</span></span></center>
<<set $currentisland to "Vault of the Four Captains">>\
<<set $vaultvisited to true>>\
<span class = "green">Game saved automatically!</span>
<<switch visited()>>\
<<case 1>>\
You set sail towards the island marked on the Four Captains' map. You sail far south, into barely-charted waters. You navigate through dangerous rocks and pass by ancient shipwrecks. Finally, you reach a small tropical island surrounded by a reef; you manage to reach it safely only thanks to your map, on which underwater rocks are marked.
The island is overgrown by a dense forest and surrounded by a pristine beach. It is so small you find it hard to believe the legendary Vault of the Four Captains is located here.
You drag your boat onto the beach and head into the jungle where, according to your map, the entrance to the Vault is hidden.
After an arduous trek uphill, through dense vegetation, you reach a rock massif in the island's centre. There's a cave entrance, hidden by hanging vines and strands of moss, in the rock face.
You walk through the entrance and find yourself in a rather wide, descending tunnel.
You can barely hold back your excitement. Finally, you're at the Vault of the Four Captains! All that's left is to open the locks, avoid the traps left by the legendary pirates, and reach the fabled treasure!
You continue down the tunnel until you reach a large chamber.
[[Continue|rosepuzzle]]
[[Return to your boat and choose a travel destination|TravelMap]]
<<default>>\
You're on the small tropical island surrounded by dangerous reefs, where the Vault of the Four Captains is located. The entrance to the Vault is located in a rock massif in the island's centre, surrounded by a dense jungle.
You have left your boat on the beach.
[[Continue|rosepuzzle]]
<<link [[Return to your boat and choose a travel destination|TravelMap]]>><</link>>
<</switch>><<set $rosepassage to true>>\
You are in a large underground chamber. Water is dripping from the ceiling onto the rock floor. The tunnel leading up, to the outside, is in the north.
<<if $rosepuzzlesolved>>To the south you see a heavy stone door; it's open, revealing a dark passage leading further down into the vault.<<else>>To the south you see a heavy stone door. An intricate symbol – a rose in full bloom – is carved on its surface. There is a small keyhole right in the middle of the door.<</if>>
<<if $rosepuzzlesolved != true>>\
[[Try to open the door|rosedoorfail]]
[[Look around for a key|rosekeyfail]]
<<else>>\
[[Go south through the door|muddpuzzle]]
<</if>>\
<<link [[Go north and exit the vault|vaultentrance]]>><<unset $rosepassage>><</link>> <<set $rosepuzzlesolved to true>>\
You look at Captain Rose's map piece, and the words "FOLD ME" written on it in faded ink; then back at the stone door. Could the map itself be a key to opening the door? Captain Rose was a talented mage; she could have enchanted her piece in some way.
You start folding the map. As soon as you put the edges together, the parchment shoots out of your hands! It continues folding itself on its own, getting smaller and smaller, and more metallic, until it's no longer parchment, but a golden key!
The key flies straight into the keyhole of the stone door and turns itself. You hear a click and the door slowly opens!
The magic key then returns to you and unfolds itself, changing back into the map piece.
[[Continue|rosepuzzle]]You look at Captain Rose's map piece, and the words "FOLD ME" written on it in faded ink. Could this be a clue?
You try folding the parchment in several different ways, but it won't stay folded. It doesn't uncover any secret information, either.
[[Back|InventoryMisc]]You try pushing the heavy stone door, but it won't budge.
[[Back|rosepuzzle]] You look around the cavern, but it's completely empty; you find nothing that would resemble a key.
You think about the Four Captains and the safeguards they put in place to guard their treasure. If the legends are true, the map pieces themselves contain everything required to enter the vault.
You look at the carving of the rose on the stone door. Perhaps examining Captain Rose's map piece more closely might lead you somewhere?
[[Continue|rosepuzzle]]You're in a chamber with three black stone pillars in the middle. The door leading to the previous chamber, and the exit tunnel, are in the north.
A giant sculpture of a kraken's head takes up the entire southern wall of the chamber. There are three tunnel openings on that wall; one in each of the stone kraken's eyes, and a third one in its open, beaked mouth.
<<if $muddpuzzlesolved>>\
You remember that you need to go through the monster's left eye to reach the next room of the Vault.
<</if>>\
[[Go through the kraken's mouth|krakentrap]]
[[Go through the kraken's left eye|krakentunnel]]
[[Go through the kraken's right eye|krakentrapeye]]
[[Go back through the door to the north|rosepuzzle]]
<<widget "magicgolem">>
<<set setup.magicgolem to {
type:"legendary",
maxhp:170,
mindamage:5,
maxdamage:14,
minpowerdamage:23,
maxpowerdamage:31,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"physical",
specialdamagetype:"magic",
specialdamage2type:"",
normalattackisspell:false,
specialisspell:false,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:false,
maxhealcharges:0,
healmin:0,
healmax:0,
attackbonus:1,
specialattackbonus:2,
specialattack2bonus:5,
defense:6,
escapediff:6,
dr:6,
drignore:0,
magicdefense:6,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:false,
poisonimmunity:false,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:4,
poisonduration:0,
weakenduration:0,
fortifyduration:0,
stunduration:2,
minburndamage:6,
maxburndamage:11,
poisondamage:0,
maxcooldown:7,
mincooldown:5,
maxcooldown2:9,
mincooldown2:6,
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:"the magic golem",
namecapitalised:"The magic golem",
namefullcaps:"MAGIC GOLEM",
nameundetermined:"a magic golem",
nulldamagemessage:"but the magic golem's stone body protects it from any damage",
playermissmessage:["you miss"],
deathmessage:"The magic golem stumbles and collapses, shaking the ground.<br>The runes on its body turn dark and it stops moving.",
attackallmessages:["The golem pounds at you with its stone fist", "The magic golem charges at you", "The golem hits you with its fist", "The golem shoots a magic bolt from its eye", "The golem attacks with a magic bolt"],
attacknormalmessage:["The golem pounds at you with its stone fist", "The magic golem charges at you", "The golem hits you with its fist"],
attackflyingmessage:["The golem shoots a magic bolt from its eye", "The golem attacks with a magic bolt"],
cantreachmessage:[],
specialattackmessage:"The magic golem shoots a beam of burning light from its eye",
specialattack2message:"The magic golem surrounds itself with a red energy shield",
healmessage:"",
devourmessage:"",
playerdrainmessage:"the magic energy animating the golem",
intromessage:["The runes carved on the magic golem's stone body start to glow as it prepares to attack you!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>><div class = "popup">This stone giant was built by the wizards of the Southern Empire. Captain Flynn somehow gained control of it and placed it as a guard inside the Vault of the Four Captains.
The magic golem is a formidable enemy; its tough body is covered with runic inscriptions which grant it an array of powers.
Enemy type: legendary
Max. HP: 170
Defence: 6 or more
Magic defence: 6 or more
Damage reduction: 6
<span class = "heading">ENERGY SHIELD:</span> The magic golem can surround itself with an energy shield, red or blue. Depending on the colour of the shield, it gains different powers:
Blue shield grants the magic golem lightning resistance and weaken immunity, the ability to stun the opponent, and a significant bonus to defence and magic defence.
Red shield grants the magic golem fire resistance, the ability to set the opponent on fire, and a significant attack bonus.
<span class = "heading">FIRE RESISTANCE:</span> When surrounded by the red energy shield, the magic golem only takes 50% of fire damage and is immune to burn.
<span class = "heading">LIGHTNING RESISTANCE:</span> When surrounded by the blue energy shield, the magic golem only takes 50% of lightning damage.
<span class = "heading">STUN IMMUNITY:</span> The magic golem cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> The magic golem cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> When surrounded by the blue energy shield, the magic golem cannot be weakened.
<span class = "heading">STUN:</span> When surrounded by the blue energy shield, the magic golem may stun the opponent.
<span class = "heading">BURN:</span> When surrounded by the red energy shield, the magic golem may may set the opponent on fire.</div>
<a class="link-internal ui-close">Close</a><<set _traproll to random(1,5)>><<set _traproll += $survival>>\
You walk through the kraken's mouth and enter a dark, descending tunnel.
You've barely made a couple of steps forward when a trapdoor opens right under your feet!
<<if $armour == "Winged Cuirass">>\
You're lucky to be wearing the Winged Cuirass. You recover from your fall towards the iron spikes at the bottom of the pit and fly back to the tunnel entrance.
Clearly, this tunnel is a trap intended to kill those who don't have the right piece of the treasure map.
[[Continue|muddpuzzle]]
<<elseif _traproll > 3>>\
Your quick reflexes save your life. You jump back just in time to avoid falling onto the iron spikes at the bottom of the dark pit.
That was a close call!
Clearly, this tunnel is a trap intended to kill those who don't have the right piece of the treasure map.
You turn back and return to the kraken chamber.
[[Continue|muddpuzzle]]
<<else>><<set $playerdead to true>><<set $playerhp to 0>>\
You try to jump back, but you're not fast enough.
You fall to your death into a pit with iron spikes at the bottom.
Game over!
[[Continue|gameover]]
<</if>>\
You're in a small chamber with carved stone skulls covering the western and eastern walls. The skulls have their mouths open and appear to be grinning at you.
There is a tunnel entrance to the north, leading in the direction of the Vault exit.
To the south, you see a metal door.<<if $bonespuzzlesolved>> The door is open and reveals a wide passage leading to the next chamber.<<else>> The door is closed.<</if>>
In the middle of the chamber there's a low pedestal with three metal levers. The levers are shaped like long bones, and each has a handle carved to resemble a different part of the human skeleton: a skull, a skeletal foot, and a skeletal hand.
<<if $bonespuzzlesolved>>\
You've already activated the lever which opens the metal door.
<<else>>\
[[Try to open the door|bonesdoorfail]]
[[Pull on the skull lever|skulltrap]]
[[Pull on the foot lever|foottrap]]
[[Pull on the hand lever|bonesdooropen]]
<</if>>\
[[Go back towards the Vault entrance through the northern tunnel|muddpuzzle]]
<<if $bonespuzzlesolved>>\
[[Go through the metal door|flynnroom]]
<</if>>
<<set _traproll to random(1,5)>><<set _traproll += $survival>>\
You walk through the kraken's right eye and enter a dark, descending tunnel.
You've barely made a couple of steps forward when a trapdoor opens right under your feet!
<<if $armour == "Winged Cuirass">>\
You're lucky to be wearing the Winged Cuirass. You recover from your fall towards the iron spikes at the bottom of the pit and fly back to the tunnel entrance.
Clearly, this tunnel is a trap intended to kill those who don't have the right piece of the treasure map.
[[Continue|muddpuzzle]]
<<elseif _traproll > 3>>\
Your quick reflexes save your life. You jump back just in time to avoid falling onto the iron spikes at the bottom of the dark pit.
That was a close call!
Clearly, this tunnel is a trap intended to kill those who don't have the right piece of the treasure map.
You turn back and return to the kraken chamber.
[[Continue|muddpuzzle]]
<<else>><<set $playerdead to true>><<set $playerhp to 0>>\
You try to jump back, but you're not fast enough.
You fall to your death into a pit with iron spikes at the bottom.
Game over!
[[Continue|gameover]]
<</if>>\
<<set $muddpuzzlesolved to true>>\
You go through the kraken's left eye, then follow a long, descending tunnel, until you reach another chamber.
[[Continue|bonespuzzle]]<<set _traproll to random(1,5)>><<set _traproll += $survival>><<if $ring == "Crimson Ring" && _traproll > 3 || $ring == "Dragon King's Ring" && _traproll > 3>><<set $trapdamage to 25>><<elseif $ring == "Crimson Ring" || $ring == "Dragon King's Ring">><<set $trapdamage to 50>><<elseif _traproll > 3>><<set $trapdamage to 50>><<else>><<set $trapdamage to 100>><</if>><<set $playerhp -= $trapdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>>\
You pull on the skull lever, and it moves with a loud, creaking noise.
Then, there is a strange metallic sound coming from the skulls on the walls. Suddenly, cones of fire blast out of their mouths, turning the entire chamber into a blazing inferno!
<<if _traproll > 3>>\
You quickly drop to the ground, and the blaze doesn't hit you in full force, but you still get burned.
<<else>>\
The flames envelop you before you have time to react!
<</if>>\
You take $trapdamage points of damage.
<<if $playerdead>>\
Tragically, you perished in the blazing fire!
Game over!
[[Continue|gameover]]
<<else>>\
Luckily, you survive the blaze. After a moment, the skulls stop spitting out fire and the lever you moved returns to its original position.
[[Continue|bonespuzzle]]
<</if>>\
<<set _traproll to random(1,5)>><<set _traproll += $survival>><<if $ring == "Azure Ring" && _traproll > 3 || $ring == "Dragon King's Ring" && _traproll > 3>><<set $trapdamage to 25>><<elseif $ring == "Azure Ring" || $ring == "Dragon King's Ring">><<set $trapdamage to 50>><<elseif _traproll > 3>><<set $trapdamage to 50>><<else>><<set $trapdamage to 100>><</if>><<set $playerhp -= $trapdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>><<if $playerhp == 0>><<set $playerdead to true>><</if>>\
You pull on the foot lever, and it moves with a loud, creaking noise.
Then, there is a strange metallic sound coming from the skulls on the walls. Suddenly, bolts of lightning shoot out of their mouths, crackling and bouncing from the walls, turning the entire room into an electric deathtrap!
<<if _traproll > 3>>\
You quickly dash back to the northern tunnel, but you still get hit by multiple bolts.
<<else>>\
Multiple bolts hit you before you have time to react!
<</if>>\
You take $trapdamage points of damage.
<<if $playerdead>>\
Tragically, you were killed by the lightning trap!
Game over!
[[Continue|gameover]]
<<else>>\
Luckily, you survive the hits. After a moment, the skulls stop spitting out lightning and the lever you moved returns to its original position.
[[Continue|bonespuzzle]]
<</if>>\
<<set $bonespuzzlesolved to true>>\
You grab the skeletal hand lever and pull it. It offers some resistance, but finally it moves with a loud creaking noise. Then, the metal door on the southern wall of the room starts to open!
The door slowly slides to the side, revealing a short passage leading to a large, dimly lit chamber.
You have passed through rooms prepared by three of the Four Captains. This must mean the chamber you see through the door is the last one before the treasure room!
[[Continue|bonespuzzle]]You try pushing the heavy metal door, but it won't budge.
[[Back|bonespuzzle]] <<if $magicgolemdefeated>>\
You're in the large underground chamber dimly lit by magic lamps.
The remains of the destroyed magic golem are lying in the centre of the room, like a massive rock mound.
There's an exit passage to the north, leading to the previous chamber of the Vault.
To the south, there is the gilded door the ancient golem was guarding.
[[Go back through the northern passage|bonespuzzle]]
[[Go through the gilded door|treasurewin]]
<<elseif $magicgolemmet>>\
You're in the large underground chamber dimly lit by magic lamps.
There's an exit passage to the north, leading to the previous chamber of the Vault.
To the south, there is the gilded door guarded by an ancient magic golem. As you enter, the stone sentry turns towards you and attacks!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $magicgolemmet to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "magicgolemescaped">><<set $winroom to "magicgolemwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $magicgolemmet to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "magicgolemwin">><<set $playermessage to "">><</link>><</if>>\
<<else>>\
You're in a large chamber lit by lamps which burn with unflickering magic flames.
There's a gilded door on the southern side of the chamber. Both the door and the lamps are masterfully crafted and look ancient.
There's an exit to the north of the chamber.
In front of the gilded door, a massive stone creature stands menacingly: a giant golem with a single eye made of a huge gemstone. Intricate runic symbols are carved onto the golem's body.
As you enter, the stone giant turns towards you and speaks in an emotionless voice that makes you think of an avalanche rolling downhill:
"You may not pass. Turn back. You may not enter the treasure chamber."
[[Go back through the northern passage|bonespuzzle]]
[[Say "Captain Flynn is the greatest!"|golemattack]]
<<link [[Attack the golem|Combat]]>><<set $initialisecombat to true>><<set $magicgolemmet to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "magicgolemescaped">><<set $winroom to "magicgolemwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Attack in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $magicgolemmet to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "magicgolemwin">><<set $playermessage to "">><</link>><</if>>\
<</if>>
Remembering the note on Flynn's part of the map, you loudly announce that you acknowledge Captain Flynn to be the greatest.
The golem bows his giant head, seeming to agree with you.
Then, it steps towards you and speaks:
"What you said is true. Captain Flynn is the greatest. He put me here to guard the Vault, and only he may pass by me. All others must perish!"
Treachery! The words Flynn put on his map piece weren't a key to avoiding his sentry – instead, they led you right into a trap!
The runes on the magic golem's body start to glow as the colossal construct charges at you!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $magicgolemmet to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "magicgolemescaped">><<set $winroom to "magicgolemwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $magicgolemmet to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "magicgolemwin">><<set $playermessage to "">><</link>><</if>>\<<set $magicgolemdefeated to true>>\
<span class = "green">Game saved automatically!</span>
As magic leaves its stone body, the golem collapses and falls apart, turning into a large pile of rubble.
You pass by the remains of Flynn's destroyed guardian and stop in front of the gilded door. You can see it's slightly ajar; a push will be enough to open it and reveal the fabled treasure chamber of the Four Captains.
[[Go through the gilded door|treasurewin]]
[[Go back north, towards the Vault exit|bonespuzzle]]You escape the stone sentry of the Vault and run back to the previous chamber. The golem doesn't follow you there.
[[Continue|bonespuzzle]] You slowly push the gilded door open.
As the treasure chamber of the Four Captains is slowly revealed to you, you think back to all you have gone through to reach this place; all the dangers and adventures. You think about people you met<<if $sailorinfo>>, including the old sailor – you'll have to visit him one day and tell him the story.<<else>>. About how nobody really believed the treasure could ever be found.<</if>>
Then you catch the first glimpse of the chamber, and gasp in wonder.
The golem's room seemed large, but compared to the treasure vault proper, it seems tiny. Before you lies a vast sea of gold, silver and works of art, jewelled chests, exquisite furniture, bookcases with leather-bound tomes. Under the side walls of the chamber long rows of magic golems, identical to the ones you defeated, stand silent. They don't move; they're waiting, as they have been waiting for centuries, for someone to activate and command them.
You're staring at the treasury of the ancient Southern Empire, stolen by the Four Captains. Power, knowledge, riches – it's all in this underground chamber.
And it's yours to use as you see fit.
<center><span class = "playername">Congratulations! You have achieved your goal and won the game!</span>
<span class = "gold"><<link "Return to Main Menu">><<run Engine.restart()>><</link>></span></center>You talk to the elderly woman who takes care of the Wall of Patrons. You learn that if you donate a significant sum of money, your name will be added to the wall.
"The Academy has many patrons, and we remember and honour them all," the woman says. "You can make a one-time donation. The more generous the donation, the closer to the centre of the wall your name will be."
Having your name added to the wall in the busy Main Hall of the Academy would increase your reputation throughout the Archipelago!
<<if $silver >= 5000>>\
<<link [[Donate 5000 silver|addwall1]]>><<set $silver -= 5000>><<set $renown += 1>><</link>>
<<else>>\
Donate <span class = "red">5000 silver</span>
<</if>>\
<<if $silver >= 10000>>\
<<link [[Donate 10000 silver|addwall2]]>><<set $silver -= 10000>><<set $renown += 2>><</link>>
<<else>>\
Donate <span class = "red">10000 silver</span>
<</if>>\
<<if $silver >= 15000>>\
<<link [[Donate 15000 silver|addwall3]]>><<set $silver -= 15000>><<set $renown += 3>><</link>>
<<else>>\
Donate <span class = "red">15000 silver</span>
<</if>>\
[[Back|academy]] <<set $wall1 to true>>\
You decide to donate 5000 pieces of silver. The scholars of the Academy gratefully accept your donation and ensure you it will be used to further their research.
"It is good to see an adventurer who values knowledge and learning," they say.
A day later your name is added to the Wall of Patrons, carved on a stone plate in its corner.
<span class = "gold">Your renown goes up by 1!</span>
[[Continue|academy]]<<set $wall2 to true>>\
You decide to donate 10000 pieces of silver. The scholars of the Academy gratefully accept your donation and ensure you it will be used to further their research.
"It is good to see an adventurer who values knowledge and learning, and is as generous as you, $playername," they say.
A day later your name is added to the Wall of Patrons, carved on an oval plaque on its the left side.
<span class = "gold">Your renown goes up by 2!</span>
[[Continue|academy]]<<set $wall3 to true>>\
You decide to donate 15000 pieces of silver. The scholars of the Academy are amazed by your generosity; many of them gather to thank you in person. They assure you your donation will be used to further their research and spread the light of knowledge.
"You are a most generous patron, $playername!" they say.
A day later your name is added to the Wall of Patrons, carved on a large gilded plate right in its middle.
<span class = "gold">Your renown goes up by 3!</span>
[[Continue|academy]]You set sail towards your destination.
At dusk, strange red clouds gather in the sky, and the air grows warmer.<<switch visited()>><<case 1>> Worried, you watch as the clouds start glowing with flashes of yellow and orange. Looks like you were caught in the middle of one of the strange weather occurrences! Suddenly, fire starts raining down from the clouds!<<default>> Flashes of orange and yellow appear among the clouds. Then, fire starts raining down.<</switch>>
Tongues of flame drop into the ocean, hissing and raising plumes of steam. Worse still, some hit your boat – and yourself!
<<set _damage to random(15,25)>><<if $ring == "Crimson Ring" || $ring == "Dragon King's Ring">><<set _damage to Math.round(_damage/2)>><</if>><<set $playerhp -= _damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
<span class = "gold">You lost _damage HP.</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the fiery rain.
[[Continue|gameover]]
<<else>>\
<<if $enchantedvial > 0 && $vialfire != 1>>\
<<set $enchantedvial -= 1>><<set $vialfire to 1>><<run $travelevents.delete("fieryrain", "fieryrain", "fieryrain", "fieryrain")>>\
The fiery rain is deadly dangerous, but you need to gather some of it to repair the magic compass. You uncork one of the vials you obtained from the Enchanter and quickly catch a tongue of flame, then seal the vial, all while the blaze is raging around you!
<span class = "gold">You obtained a vial of magic fire!</span>
<<if $vialfire == 1 && $vialsnow == 1 && $vialmist == 1>>\
You have gathered some energy from each of the magic weather phenomena. You should take them to the Enchanter so that he can use them to charge the compass!
<</if>>\
<</if>>\
You use a bucket to douse yourself with water, then start a struggle against the blaze spreading throughout your boat. All the while, the red clouds continue raining fire; soon, it seems like you're sailing through a boiling sea of steam.
Luckily, you and your boat survive the ordeal. Eventually, the wind disperses the clouds and the strange – and deadly – occurrence is over.
[[Travel to your destination|$destination]]
<</if>>You set sail towards your destination.
You're sailing the open sea when dark clouds cover the sky. Soon, black snow is falling down on your boat and the surface of the water. <<switch visited()>><<case 1>> Even in water, the large snowflakes don't seem to be melting. When one falls onto your hand, it feels oily and unpleasant. You realise you have encountered one of the strange weather phenomena plaguing the Archipelago.<<default>> Some falls on your skin; it's unpleasant to the touch and you quickly brush it off.<</switch>>
<<if $enchantedvial > 0 && $vialsnow != 1>>\
<<set $enchantedvial -= 1>><<set $vialsnow to 1>>\
You remember you were supposed to bring the Enchanter some magic snow, so you open an empty enchanted vial and catch a few snowflakes into it.
<span class = "gold">You obtained a vial of magic snow!</span>
<<if $vialfire == 1 && $vialsnow == 1 && $vialmist == 1>><<run $travelevents.delete("blacksnow", "blacksnow", "blacksnow", "blacksnow")>>\
You have gathered some energy from each of the magic weather phenomena. You should take them to the Enchanter so that he can use them to charge the compass!
<</if>>\
<</if>>\
<<if $foodsupplies > 1>><<set $foodsupplies -= 1>>\
The dark clouds soon disperse, and wind blows off the black snowflakes that landed on your boat. Only much later do you discover that some of your packaged food supplies have inexplicably gone rotten.
<span class = "gold">You lost 1 food supplies!</span>
<<else>>\
The dark clouds soon disperse, and wind blows off the black snowflakes that landed on your boat.
<</if>>\
[[Travel to your destination|$destination]]You set sail towards your destination.
You're sailing the open sea when, without a warning, green mist appears on the surface of the water.<<switch visited()>><<case 1>> Surprised, you watch as the swirling fumes rise higher and higher, until you can see nothing but the mist. Strangest of all, even though a strong wind blows, it doesn't affect the mist at all. You realise you encountered one of the strange weather phenomena plaguing the Archipelago!<<default>> It rises higher and higher, until it completely envelops your boat.<</switch>>
The mist is everywhere around you, and contact with it makes you exhausted, as if it was sucking out your vital energy.
<<set $playermp to 0>>\
<span class = "gold">You lost all of your MP.</span>
<<if $enchantedvial > 0 && $vialmist != 1>>\
<<set $enchantedvial -= 1>><<set $vialmist to 1>><<run $travelevents.delete("greenmist", "greenmist", "greenmist", "greenmist")>>\
You're so weak you almost collapse from exhaustion, and you have trouble focusing your thoughts, still, after a while you remember the vials the Enchanter gave you, and that you were supposed to bring him some green mist. You pull out a vial and uncork it; a tendril of mist immediately creeps inside. You seal the vial and put it in your backpack.
<span class = "gold">You obtained a vial of magic mist!</span>
<<if $vialfire == 1 && $vialsnow == 1 && $vialmist == 1>>\
You have gathered some energy from each of the magic weather phenomena. You should take them to the Enchanter so that he can use them to charge the compass!
<</if>>\
<</if>>\
Against the exhaustion and the stifling mist, you struggle to keep awake and steer the boat. Eventually, the green cloud disperses as inexplicably as it appeared. You breathe a sigh of relief, already feeling much better.
[[Travel to your destination|$destination]]
A magic crystal vial you received from the Enchanter.
You have to gather some magic essence from the strange
weather phenomena plaguing the Archipelago – the fiery
rains, black snow and green mist – into three magic vials;
their energy, originating from Heavenly Spire, should be
enough to charge the magic compass.
<a class="link-internal ui-close">Close</a>An enchanted vial filled with a tongue of flame from
the fiery rain. The magic fire keeps on burning and
flickering even inside the sealed vial.
The Enchanter needs it to charge the magic compass.
<a class="link-internal ui-close">Close</a>An enchanted vial filled with a few black snowflakes
that never melt.
The Enchanter needs them to charge the magic compass.
<a class="link-internal ui-close">Close</a>An enchanted vial filled with green mist that's
constantly swirling.
The Enchanter needs it to charge the magic compass.
<a class="link-internal ui-close">Close</a>A hollow, transparent crystal ball the size of your fist.
There's a small golden arrow decorated with gemstones rattling inside.
Supposedly, this is one of the magic compasses which used
to point towards the flying tower of Heavenly Spire. However,
this one is definitely broken.
<a class="link-internal ui-close">Close</a>A hollow, transparent crystal ball the size of your fist.
There's a small golden arrow decorated with gemstones inside,
suspended in the centre of the ball and held by an unseen force.
The arrow is pointing towards some place in the sky.
The ball is one of the ancient magic compasses which point
towards the Heavenly Spire.
<a class="link-internal ui-close">Close</a>A thick, leather-bound notebook filled with comments, theories and
observations concerning the Heavenly Spire. It belonged to the scholar
from $quakeislandname, who died searching for knowledge required to
repair the magic compass.
Before perishing in the dungeon, the scholar succeeded in her quest;
there is a loose page inserted into the notebook, much older than the
notebook itself, showing drawings of a crystal ball with an arrow suspended inside, accompanied by text in a language you cannot read – or
maybe it's written in code?
You hope that the Enchanter will be able to make sense of this.
<a class="link-internal ui-close">Close</a><<widget "ancientmachine">>
<<set setup.ancientmachine to {
type:"legendary",
maxhp:220,
mindamage:7,
maxdamage:15,
minpowerdamage:25,
maxpowerdamage:35,
minpowerdamage2:0,
maxpowerdamage2:0,
damagetype:"magic",
specialdamagetype:"magic",
specialdamage2type:"",
normalattackisspell:true,
specialisspell:true,
special2isspell:true,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:false,
healing:true,
maxhealcharges:2,
healmin:70,
healmax:70,
attackbonus:2,
specialattackbonus:4,
specialattack2bonus:5,
defense:5,
escapediff:5,
dr:7,
drignore:0,
magicdefense:5,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:false,
stunresistance:false,
stunimmunity:true,
weakenimmunity:true,
poisonimmunity:true,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:true,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:6,
poisonduration:0,
weakenduration:6,
fortifyduration:0,
stunduration:0,
minburndamage:3,
maxburndamage:10,
poisondamage:0,
maxcooldown:6,
mincooldown:4,
maxcooldown2:9,
mincooldown2:7,
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:"the ancient machine",
namecapitalised:"The ancient machine",
namefullcaps:"ANCIENT MACHINE",
nameundetermined:"an ancient machine",
nulldamagemessage:"but the ancient machine's metal surface reflects your attack",
playermissmessage:["you miss"],
deathmessage:"The glass on the ancient machine's central orb shatters.<br>There's an explosion of magic energy, then the machine's moving parts fall to the floor and its insides go dark.",
attackallmessages:["The machine shoots an arc of magic energy at you", "The ancient machine blasts out a wave of energy", "The machine shoots magic missiles at you", "The machine releases a blast of magic"],
attacknormalmessage:["The machine shoots an arc of magic energy at you", "The ancient machine blasts out a wave of energy", "The machine shoots magic missiles at you", "The machine releases a blast of magic"],
attackflyingmessage:["The machine shoots an arc of magic energy at you", "The ancient machine blasts out a wave of energy", "The machine shoots magic missiles at you", "The machine releases a blast of magic"],
cantreachmessage:[],
specialattackmessage:"",
specialattack2message:"The ancient machine needs to recharge",
healmessage:"The machine repairs its damaged parts",
devourmessage:"",
playerdrainmessage:"the energy powering the machine",
intromessage:["The ancient machine lights up. Its small satellites start moving faster and faster<br>You can feel a great energy building up inside it."],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>><div class = "popup">This ancient machine, immense in size, resembles a spherical astrolabe with numerous rings, orbs and other elements that are constantly orbiting it, moved by some invisible power. The round glass window on the machine's central orb shows colourful magic energies swirling inside.
This machinery was built in ancient times. It was the heart of the flying tower of Heavenly Spire, but its creators also tried to use it to control weather. It collapsed into the ocean together with Heavenly Spire ages ago, but recently its power has been awoken and it floated back up. The machine causes abnormal weather occurrences in the Archipelago. It will use the same weather magic to attack anyone trying to destroy it or shut it down.
Enemy type: legendary
Max. HP: 220
Defence: 5
Magic defence: 5
Damage reduction: 7
<span class = "heading">MP DAMAGE:</span> Ancient machine's special attacks may damage the opponent's MP.
<span class = "heading">STUN IMMUNITY:</span> Ancient machine cannot be stunned.
<span class = "heading">POISON IMMUNITY:</span> Ancient machine cannot be poisoned.
<span class = "heading">WEAKEN IMMUNITY:</span> Ancient machine cannot be weakened.
<span class = "heading">HEAL (2):</span> Can restore part of its HP twice per combat.
<span class = "heading">BURN:</span> Ancient machine's attacks may set the opponent on fire.
<span class = "heading">WEAKEN:</span> Ancient machine can weaken the opponent.</div>
<a class="link-internal ui-close">Close</a>
You visit different towns and villages on $currentislandname, trying to learn more about the earthquake, and Heavenly Spire itself.
Most people you talk to don't have a lot to say on either of the topics; some believe the quake was caused by an underwater volcano, others have heard about the Heavenly Spire and think it might be connected to the earthquake and recent strange weather events, however, no one knows anything for sure. Then, there are those who don't believe the sailor stories at all.
"Fiery rains and strange green mist?" someone tells you. "Those sea folks sure love making things up!"
It's not until your third day on $currentislandname that you learn something concrete.
You meet an old man, who lives in a quiet little fishing village. When he hears the name "Heavenly Spire", he gasps.
"So, you believe that tower really exists?" he asks. "Just like her. Exactly like her..."
The man tells you that many years ago he found a small bauble – a strange crystal ball with a golden arrow inside – on the beach.
"I took it to a mage who lived in town. She looked at it and said it was a magic compass that wizards of old created to guide people towards their flying tower. She said that tower's name was Heavenly Spire, and that it collapsed into the sea ages ago. She also believed that the remains of the tower are somewhere near $currentislandname."
The man sighs. A look of sadness briefly appears on his face.
"The mage really wanted to find the Heavenly Spire, but said my compass was broken. She said she learned about an ancient text describing how to repair it, and went to retrieve it, but never came back. I believe she died looking for that knowledge. All because I showed her the thing I found..."
[[Ask if the man still has the broken compass|askbrokencompass1]]
[[Ask if he knows where the mage went to|askscholar1]]<<set $brokencompass to 1>><<set $blueprintslocation to true>><<set $enchanterinfo to true>><<unset $weatherjournalstart>>\
"I have it right here," the man says and pulls out a small object wrapped in cloth. "I've kept it for all these years... I don't know if the scholar was right – if it really comes from Heavenly Spire – but on the day of the earthquake the arrow inside started moving on its own. It has stopped since, and the thing is as broken as ever, but if the quake was connected to that magic tower, the compass must be as well. Here, take it. I can't do anything with it, but you're an adventurer. Maybe you'll be able to fix it, find that tower and stop the earthquakes and the strange weather."
He unwraps the cloth and gives you the compass, which looks like a crystal ball the size of your fist. It must be very sturdy – there's not a single scratch on its surface, despite it having been cast ashore by the sea. Inside the ball, there's a small golden arrow. It's not attached to anything and rattles inside when you move the ball.
<span class = "gold">You received the Broken magic compass!</span>
"The scholar who wanted to repair it believed the knowledge required to do so lies deep inside a dungeon called <<if $blueprintsdungeon == "dungeon3">>$dungeon3.name<<elseif $blueprintsdungeon == "dungeon4">>$dungeon4.name<</if>>," the old man adds. "I'm afraid she went there and perished. If you decide to search for that ancient text, please, be careful. I don't want to send another person to their death."
You assure the man you're going to be most cautious.
"That's good to hear," he says. "I hope you'll find what you're looking for... though I'm not sure anyone will be able to repair that compass, even with the help of ancient knowledge. Maybe the Enchanter? <<if $currentislandactivity == "enchanter">>He lives on this very island and is a famous expert on magic items. Perhaps you could convince him to help you.<<else>>I've heard he lives somewhere in the Archipelago, and is an expert on all kinds of magic items. Might be worth finding him and showing him that compass.<</if>>
You thank the old man for his help.
"I didn't do anything, really," he says and shrugs. "To be honest, I wanted to throw the compass away when the arrow started to go crazy, but I just couldn't bring myself to do it. I'm glad someone wants to take it, though. Good luck on your quest, adventurer, and stay safe."
[[Continue|$currentisland]]<<set $brokencompass to 1>><<set $blueprintslocation to true>><<set $enchanterinfo to true>><<unset $weatherjournalstart>>\
"I believe I do," the man replies. "The scholar believed the knowledge required to repair the compass lies deep inside a dungeon called <<if $blueprintsdungeon == "dungeon3">>$dungeon3.name<<elseif $blueprintsdungeon == "dungeon4">>$dungeon4.name<</if>>. I'm afraid she went there and perished. If you decide to search for that ancient text, please, be careful. I don't want to send another person to their death."
You assure the man you're going to be most cautious.
"That's good to hear," he says. "If what you say is true and the Spire is responsible for that strange weather, I hope you're going to find it and stop whatever power is causing all the trouble, before more innocent people get killed. Here – take this."
He pulls out a small object wrapped in cloth.
"I've kept it for all these years... I don't know if the scholar was right – if it really comes from Heavenly Spire – but on the day of the earthquake the arrow inside started moving on its own. It has stopped since, and the thing is as broken as ever, but if the quake was connected to that magic tower, the compass must be as well."
He unwraps the cloth and gives you the compass, which looks like a crystal ball the size of your fist. It must be very sturdy – there's not a single scratch on its surface, despite it having been cast ashore by the sea. Inside the ball, there's a small golden arrow. It's not attached to anything and rattles inside when you move the ball.
You received the Broken magic compass!
"I'm not sure anyone will be able to repair that compass, even with the help of ancient knowledge," the old man admits. "Though... maybe the Enchanter? <<if $currentislandactivity == "enchanter">>He lives on this very island and is a famous expert on magic items. Perhaps you could convince him to help you.<<else>>I've heard he lives somewhere in the Archipelago, and is an expert on all kinds of magic items. Might be worth finding him and showing him that compass.<</if>>
You thank the old man for his help.
"I didn't do anything, really," he says and shrugs. "To be honest, I wanted to throw the compass away when the arrow started to go crazy, but I just couldn't bring myself to do it. I'm glad someone wants to take it, though. Good luck on your quest, adventurer, and stay safe."
[[Continue|$currentisland]]You show the crystal ball to the Enchanter and explain what you believe it is. You then ask if he could fix it.
<<if $renown < 5>><<unset $enchanterinfo>><<set $compassrepairrefuse to true>>\
The Enchanter scratches his chin, looking somewhat interested.
"The Heavenly Spire, you say. As a matter of fact, I have heard about it – and about these compasses. What you have fits the description... However, I don't trust you enough to help you right now. If that tower really emerged, and the wrong person accessed it... they could wreak havoc upon the entire Archipelago. No, I won't help you until you've gained some good reputation."
<<if $charisma >= 1>>\
You try to use your charisma and convince the Enchanter to help you, but he's unmoved.
"This is a matter of far greater importance than selling someone a few magic trinkets," he says.
<</if>>\
You need at least 5 renown for the Enchanter to help you!
[[Back|enchanter]]
<<else>><<unset $enchanterinfo, $compassrepairrefuse>><<set $enchanteringredients to true>>\
The Enchanter scratches his chin, looking very interested.
"The Heavenly Spire, you say. As a matter of fact, I have heard about it – and about these compasses. What you have fits the description... Fascinating, indeed."
He thinks for a moment, while closely examining the compass, then says:
"I'll help you, $playername. With your reputation, I believe you can be trusted with this compass. If the Heavenly Spire really reappeared after all these ages, someone must locate it and stop it all before it's too late. However, I'm afraid I won't be able to fix the compass just like that. I need 5000 pieces of silver and four gemstones – a diamond, a ruby, an emerald and a sapphire – to start the repairs. And, most problematic of all, I need some sort of description on how to do it – a manual, you could say. This item is so ancient and complex I'm afraid to tinker with it without proper instructions."
<<if $blueprintslocation>>\
You tell the Enchanter about the scholar who examined the compass years ago, and how she believed a text connected to it might be hidden in a dungeon called <<if $blueprintsdungeon == "dungeon3">>$dungeon3.name<<elseif $blueprintsdungeon == "dungeon4">>$dungeon4.name<</if>>.
"That's excellent news!" he says. "Find these blueprints. When you have them, as well as the 5000 silver and four gemstones, come back and I'll start working on the compass."
<<elseif $notesonheavenlyspire == 1>>\
You tell the Enchanter you have found a dead scholar's notebook and the ancient page depicting the compass inside a dungeon called <<if $blueprintsdungeon == "dungeon3">>$dungeon3.name<<elseif $blueprintsdungeon == "dungeon4">>$dungeon4.name<</if>>.
"Excellent!" he says. "I see you're serious about this. When you have the 5000 silver and four gemstones as well, bring everything to me and I'll start working on the compass."
<</if>>\
[[Continue|enchanter]]
<</if>>\
<<unset $enchanteringredients>><<set $notesonheavenlyspire to 0>><<set $brokencompass to 0>><<set $silver -= 5000>><<set $diamond -= 1>><<set $ruby -= 1>><<set $sapphire -= 1>><<set $emerald -= 1>>\
You give everything to the Enchanter: the notebook with the loose page covered in ancient script inside, the compass, 5000 pieces of silver and the gemstones.
"Excellent!" the man exclaims. "Now I can get down to work. I'll immediately send for the tools and reagents I need."
He flips the pages of the notebook, his smile growing bigger and bigger.
"That's truly fascinating! And that ancient note – I have seen that script before. I will be able to translate it, I think. Very well. Please, leave me to my work and return in a few days. The compass should be fixed by then."
[[Continue|fixcompass2]]"I see you don't have everything we need to fix the compass yet," the Enchanter says. "It's a shame; I can't wait to start working on that little ancient gem. Just to remind you – I'll need the ancient notes from the dungeon, 5000 pieces of silver, a diamond, a ruby, an emerald and a sapphire, and the broken compass, of course."
[[Back|enchanter]]<<run $travelevents.push("fieryrain", "fieryrain", "fieryrain", "fieryrain", "blacksnow", "blacksnow", "blacksnow", "blacksnow", "greenmist", "greenmist", "greenmist", "greenmist")>><<set $gatherenergies to true>><<set $enchantedvial to 3>>\
You spend the next few days on $currentislandname, impatiently waiting for the Enchanter to finish his work. Finally, you return to the hut and ask the Enchanter if everything is done.
"Well, yes and no," he answers, looking somewhat perplexed. "I translated the ancient text and followed the instructions. Everything worked out as expected; I was able to identify the mechanical problem with the compass and fix it without breaking the crystal."
He shows you the compass. The golden arrow is now decorated with four gemstones, and is no longer loosely rattling inside the crystal ball, but suspended in its centre, held by an invisible force.
"However, it's still not working," the Enchanter says. "The arrow remained in one position, no matter where I took the compass. It's unusable."
Seeing your disappointment, the Enchanter adds:
"I have already spent some time on solving this problem, $playername. The scholar's journal you found provided useful clues. According to her notes, the magic compasses were charged using the energy of the Heavenly Spire. This would be troublesome, since we need a working compass to locate the Spire in the first place; however, if the bizarre weather phenomena are really caused by the tower, I believe they contain enough of its magic to charge the compass. I have heard about three types of strange weather occurrences: fiery rains, black snowfalls and green mist. They all seem to be happening only at sea so far."
He gives you three small crystal vials.
"Look for these three weather phenomena and gather some of their energy into these vials; I have enchanted them to be able to contain magic. When you've collected all three, come back and I'll use them to charge the magic compass."
<span class = "gold">You received three empty enchanted vials!</span>
[[Continue|enchanter]]<<set $vialfire to 0>><<set $vialmist to 0>><<set $vialsnow to 0>><<set $magiccompass to 1>><<unset $gatherenergies>>
"Do you have them?" the Enchanter asks excitedly. "Very well! Time to test my theory."
He takes the three vials and examines their content.
"This confirms, at the very least, that the sailors' stories are true. These weather phenomena are fascinating and, without a doubt, magical. I'm convinced now that the Heavenly Spire has indeed reappeared. I shall charge the compass now; please, wait outside. It won't take long."
[[Continue|chargecompass2]]"You have to bring me samples of each of the strange weather phenomena," the Enchanter reminds you. "The fiery rain, the black snow and the green mist. They seem to happen at sea. Gather them into the enchanted vials I gave you."
[[Back|enchanter]]You pace outside the Enchanter's hut, waiting for him to charge the compass. You hear chanting and muffled explosions, which makes you a little worried. However, when the Enchanter emerges from the hut, he is unscathed and smiles with pride.
"Look at this little marvel of forgotten magic," he says, handing you the compass.
The arrow suspended inside the crystal ball is trembling, pointing towards some place in the distant skies.
"In my eyes, this confirms that the Heavenly Spire really rose from the ocean," the Enchanter says. "Follow the arrow, $playername, and you shall reach it. Good luck on your quest. I'm glad you came to me for help; fixing that compass was one of the most fascinating tasks in my career. But, fascinating as the weather phenomena may be, they need to be stopped. I hope you'll be able to do that."
<span class = "gold">You received the Magic compass!</span>
You can now choose to follow the Magic compass from your Travel Map!
[[Continue|enchanter]]<<set $currentisland to "Heavenly Spire">>\
<span class = "green">Game saved automatically!</span>
<<switch visited()>>\
<<case 1>>\
You set sail and take the magic compass in hand. The golden arrow points to a direction that's both high up and distant.
If the Heavenly Spire was at the bottom of the ocean, where it should be resting after its collapse, the arrow would be pointing down.
You follow the compass into a stretch of open ocean, beyond $quakeislandname. You sail barely charted waters and navigate through dangerous shallows and reefs.
When the morning dawns, you notice something in the distance. At first, you think it's an uncharted mountainous island and with a cluster of clouds hanging above it. As you sail closer, however, you start telling apart separate pieces of stonework suspended in the air: platforms, columns and sections of stairs. Above them all, high in the sky, is a round section of a tower. Its walls are almost intact, though covered with barnacles and dry seaweed. A vortex of clouds, red, black and green, is swirling around it.
Your compass is now pointing almost straight up, to the broken tower in the sky.
You reach the remnants of the Heavenly Spire and find a large platform – perhaps part of the first floor – floating on the surface of the water. You moor your boat to a broken column and step onto the platform.
Looking up, you see that you could climb from one tower fragment to another and reach the top floor that way. The task seems difficult, though.
You could also head straight to the top of the tower – if you could fly...
<<default>>\
You're in the open ocean beyond $quakeislandname, where the broken pieces of the Heavenly Spire are suspended in the sky, surrounded by a vortex of red, black and green clouds.
You're on a large stone platform floating on water. The top, almost intact, part of the tower is high above you, and between these two huge fragments there are numerous small platforms, columns and steps, suspended in the air.
You could climb from one tower fragment to another and reach the top floor that way. The task seems difficult, though.
You could also head straight to the top of the tower – if you could fly...
<</switch>>\
[[Start climbing|plaftorm1]]
<<if $armour == "Winged Cuirass">>\
[[Fly to the top floor of the tower using Winged Cuirass|spirecuirass]]
<</if>>\
<<if $levitationpotion >= 1>>\
<<link [[Drink a levitation potion and float to the top floor of the tower|spirepotion]]>><<set $levitationpotion -= 1>><</link>>
<</if>>\
<<link [[Return to your boat and choose a travel destination|TravelMap]]>><</link>><<set _roll to random(1,10)>><<set _roll += $survival>>\
You clamber up onto a floating piece of a stone floor, barely within your reach. As you drag yourself onto it, you notice a pit on its surface, covered by an iron grid.
Suddenly, the ancient defences of Heavenly Spire are triggered and a column of fire blasts out from the pit!
<<if _roll < 7>><<set _damage to random(20,30)>><<if $ring == "Crimson Ring" || $ring == "Dragon King's Ring">><<set _damage to Math.round(_damage/2)>><</if>><<set $playerhp -= _damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
<span class = "gold">You lost _damage HP.</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the trap.
[[Continue|gameover]]
<</if>>\
<<else>>\
Your quick reflexes save you from the trap; you jump to the side, barely staying on top of the platform, and escape the flames.
<</if>>\
<<if $playerdead != true>>\
The flames disappear after a while, but you're cautious not to step anywhere near the iron grate.
You can jump down onto the base platform or climb higher up.
[[Climb up|platform2]]
[[Jump down|heavenlyspire]]
<</if>>\
You spread the wings of your magic cuirass and fly straight to the top section of the tower!
The top floor of the tower is almost intact. The clouds swirling around it emanate with a strange energy.
You spot a balcony with an arched doorway and land on it.
[[Enter the tower|spiretop]]
[[Return to the base platform|heavenlyspire]]You drink the magic potion and fly straight to the top section of the tower!
<span class = "gold">You lost a levitation potion!</span>
The top floor of the tower is almost intact. The clouds swirling around it emanate with a strange energy.
You spot a balcony with an arched doorway and land on it.
[[Enter the tower|spiretop]]
[[Return to the base platform|heavenlyspire]]<<set _roll to random(1,10)>><<set _roll += $survival>>\
You climb up onto a piece of stone stairs, hanging sideways in the air.
Suddenly, a strong gust of wind hits you!
<<if _roll < 5>>\
The wind pushes you over the edge of the stairs. You fall down and land in the water, near the base platform. Luckily, you're unharmed, but you have to start your climb over again...
[[Continue|heavenlyspire]]
<<else>>\
You're almost blown off the stairs, but you manage to hold onto a piece of a broken handrail. You cling to it until the sudden wind dies down.
You can now climb up onto the next piece of the tower, or quickly jump down to the bottom, using your momentum to avoid the trap on the lower platform.
[[Climb up|platform3]]
[[Jump down onto the base floor|heavenlyspire]]
<</if>>\<<set _roll to random(1,10)>><<set _roll += $survival>>\
You climb up onto another floating piece of a floor, with stone plates marked with runic carvings. You are close to the top of the tower now.
Suddenly, the runes carved in stone light up and release blasts of magic!
<<if _roll < 8>><<set _damage to random(20,30)>><<set $playerhp -= _damage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>>\
<span class = "gold">You lost _damage HP.</span>
<<if $playerhp == 0>><<set $playerdead to true>>\
Tragically, you were killed by the trap.
[[Continue|gameover]]
<</if>>\
<<else>>\
You make a series of dashes, avoiding the blasts released by the glowing runes.
<</if>>\
<<if $playerdead != true>>\
The runes go dark again, but you're careful not to step on them.
You can now climb up onto the top floor of the tower, or quickly jump down to the bottom, using your momentum to avoid the trap on the lower platform.
[[Climb up|balcony]]
[[Jump down|heavenlyspire]]
<</if>>\<span class = "green">Game saved automatically!</span>
<<switch visited()>><<case 1>>\
You enter the Heavenly Spire. The inside of the top floor is one large chamber, with a cupola ceiling. You see mosaic floors and carvings on the walls, depicting constellations, clouds and geometric shapes. There are arched windows on the walls, through which you can see the clouds swirling outside.
In the centre of the room, there is a platform. On it, you see a giant machine, made of glass and metal.
This ancient creation resembles a spherical astrolabe with numerous rings, orbs and other elements that are orbiting it, moved by some invisible power. The round glass window on the machine's central orb shows colourful magic energies swirling inside. As you watch, the machine releases a wisp of green mist, which escapes through the tower's window.
You're looking at the heart of the Heavenly Spire – the magical machinery that made it float and was later used by its creators to try and control weather, with tragic consequences.
The machine has lied dormant at the bottom of the ocean for centuries, but recently something activated it; its power raised fragments of the tower from the seabed and started changing weather in the Archipelago.
Next to the platform, you spot three corpses of merfolk. They're wearing leather harnesses with bags and pouches. Weapons – swords and spears – lie next to them. Could these be some unfortunate underwater adventurers who entered the sunken ruins of the Heavenly Spire and activated the ancient machinery, then got killed by it?
One thing is certain: you must destroy the machine and stop its magic from causing more chaos in the Archipelago!
<<default>>\
The top floor of the Heavenly Spire is one large chamber, with a cupola ceiling, mosaic floors and carvings on the walls, depicting constellations, clouds and geometrical shapes. There are arched windows on the walls, through which you can see the clouds swirling outside.
In the centre of the room, on a platform, there is the giant ancient machine – an orb of glass and metal surrounded by smaller, orbiting parts. It emanates immense magic energy.
This machine, created by the builders of the Heavenly Spire, is changing weather in the Archipelago, causing chaos and killing people. You must destroy it!
<</switch>>\
<<if $machinefought>>\
<<link [[Attack the ancient machine|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.ancientmachine>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "balconyescaped">><<set $winroom to "weatherwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Attack in dragon form|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.ancientmachine>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "weatherwin">><<set $playermessage to "">><</link>><</if>>
<<else>>\
[[Try to dismantle the ancient machine|attackmachine]]
<</if>>\
[[Return to the bottom of the tower|heavenlyspire]]You clamber up onto the balcony on the top floor. There is an arched doorway here, through which you can enter the tower.
The top part of the Heavenly Spire is almost intact.
The clouds swirling around it emanate with a strange energy.
[[Enter the tower|spiretop]]
[[Return to the base platform|heavenlyspire]]You approach the machine, ready to smash it into pieces.
Suddenly, one of the smaller orbs flies towards you, blocking your attack!
The machine then starts humming in a deep, unsettling tone. Red, green and purple lights flash inside its body. Then, it fires a blast of magic in your direction!
Looks like the ancient machine is not a defenceless object. You'll have to fight it to achieve your goal!
<<link [[Attack the ancient machine|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.ancientmachine>><<set $machinefought to true>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "balconyescaped">><<set $winroom to "weatherwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Attack in dragon form|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.ancientmachine>><<set $machinefought to true>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "weatherwin">><<set $playermessage to "">><</link>><</if>>\You escape onto the balcony outside the top floor.
[[Enter the tower|spiretop]]
[[Return to the base platform|heavenlyspire]]The ancient machine starts falling apart. Its glass parts shatter; its orbiting spheres fall to the ground.
Then, the whole tower shakes. With the magic of the machine gone, it starts to fall from the sky!
You run outside and see the suspended tower fragments trembling. Then, one by one, they start to drop into the ocean. You jump out onto a smaller platform and feel it plunge down; you wait and leap onto another platform. The top floor is falling down as well, and you want to get far away from it!
With the corner of your eye, you catch the top of the tower passing your smaller platform and plummeting towards the ocean. Then, you see a piece of staircase coming your way. You cross your fingers and jump off your platform to avoid being crushed!
You land in the ocean, dazed, but unharmed. You quickly regain your senses and fight to stay on the surface. Your heart jumps with joy when you spot your boat, which has broken loose from its mooring and is floating nearby.
You climb into the boat and start sailing away from the collapsing tower. A moment later, the top floor hits the surface of the water and sinks, creating a giant wave, which almost capsizes your boat.
When everything is over, there's no sign of the Heavenly Spire left, save for the red, green and black clouds swirling in the sky. Soon, though, they disperse as well, blown away by the wind.
With them, the magic power corrupting the weather gone. You sense its remnants quickly disappearing from the area. The Archipelago is safe!
<center><span class = "playername">Congratulations! You have achieved your goal and won the game!</span>
<span class = "gold"><<link "Return to Main Menu">><<run Engine.restart()>><</link>></span></center>You ask the scholars around the Academy about the Heavenly Spire.
Many are interested in that ancient tower, and some believe it is responsible for the recent bizarre weather phenomena.
"The Heavenly Spire was the pinnacle of ancient magic arts," one scholar tells you. "A magnificent tower which could float in the sky and fly all over the Archipelago thanks to the machinery inside it. But old records say that the builders of the Spire became full of hubris; they wanted to increase its power more and more, just for power's sake. They dreamed about controlling the weather, so they tried to modify their machine. Records say they wanted to save ships from storms, and crops from drought; but their experiment didn't go according to the plan. The machinery malfunctioned, creating dangerous and bizarre weather phenomena which killed most of the tower's inhabitants. The remaining few managed to stop the machine, but it also stopped the power holding the Spire in the air. And so, the tower plummeted into the ocean, where its remains have been resting ever since. That is, unless it reappeared just now, and is causing the weather chaos..."
[[Back|academy]] [[Open Travel Map|TravelMap]]
<<link [[Restore HP & MP|Test commands]]>><<unset $playerdead>><<set $playerhp to $playermaxhp>><<set $playermp to $playermaxmp>><</link>>
<<link [[Give 1000 silver|Test commands]]>><<set $silver += 1000>><</link>>
<<link [[Give 1000 EXP|Test commands]]>><<set $exp += 1000>><<set $exptotal += 1000>><</link>>
<<link [[Give 10 renown|Test commands]]>><<set $renown += 10>><</link>>
[[Combat Test|CombatTestStart]]<span id = "tab">Lets you pick any enemy in the game to fight</span>
<<link [[Discover all|Test commands]]>>
<<set $island1discovered to true>>
<<set $island2discovered to true>>
<<set $island3discovered to true>>
<<set $island4discovered to true>>
<<set $island5discovered to true>>
<<set $island6discovered to true>>
<<set $island7discovered to true>>
<<set $island8discovered to true>>
<<set $island9discovered to true>>
<<set $island10discovered to true>>
<<set $island11discovered to true>>
<<set $island12discovered to true>>
<<set $island13discovered to true>>
<<set $island14discovered to true>>
<<set $island15discovered to true>>
<<set $island16discovered to true>>
<<set $island1img to $island1.name>>
<<set $island2img to $island2.name>>
<<set $island3img to $island3.name>>
<<set $island4img to $island4.name>>
<<set $island5img to $island5.name>>
<<set $island6img to $island6.name>>
<<set $island7img to $island7.name>>
<<set $island8img to $island8.name>>
<<set $island9img to $island9.name>>
<<set $island10img to $island10.name>>
<<set $island11img to $island11.name>>
<<set $island12img to $island12.name>>
<<set $island13img to $island13.name>>
<<set $island14img to $island14.name>>
<<set $island15img to $island15.name>>
<<set $island16img to $island16.name>>
<</link>><span id = "tab">Discovers all islands on the Travel Map</span>
[[Show Wanderer Islands|wanderercheat]]<span id = "tab">Shows the order in which the Wanderer visits the islands</span>
[[Close|$return]]<div class = "popup">This mysterious creature has the upper body of a female giant, clad in golden armour,
and green snake coils in place of legs. She is rumoured to be a daughter of an ancient serpent
of supreme power and a witch who worshipped that serpent as her god.
Enemy type: legendary
Max. HP: 170
Defence: 7
Magic defence: 7
Damage reduction: 4
<span class = "heading">FLYING:</span> Daughter of the Serpent God can fly.
<span class = "heading">DR IGNORE (3):</span> Daughter of the Serpent God's attacks ignore 3 points of the target's damage reduction.
<span class = "heading">LIGHTNING RESISTANCE:</span> Daughter of the Serpent God only takes 50% of lightning damage.
<span class = "heading">STUN RESISTANCE:</span> Daughter of the Serpent God has a 50% chance of resisting stun.
<span class = "heading">POISON IMMUNITY:</span> Daughter of the Serpent God cannot be poisoned.
<span class = "heading">DRAIN LIFE:</span> Daughter of the Serpent God's special attack heals her by the amount of damage dealt.
<span class = "heading">STUN:</span> Daughter of the Serpent God's attacks may stun the opponent.
<span class = "heading">POISON:</span> Daughter of the Serpent God's attacks may poison the opponent.</div>
<a class="link-internal ui-close">Close</a><<widget "daughteroftheserpentgod">>
<<set setup.daughteroftheserpentgod to {
type:"daughteroftheserpentgod",
maxhp:170,
mindamage:6,
maxdamage:15,
minpowerdamage:12,
maxpowerdamage:15,
minpowerdamage2:25,
maxpowerdamage2:35,
damagetype:"physical",
specialdamagetype:"magic",
specialdamage2type:"physical",
normalattackisspell:false,
specialisspell:true,
special2isspell:false,
specialisvolley:false,
volleyshots:0,
alternatingspecials:false,
special2damaging:true,
healing:true,
maxhealcharges:1,
healmin:0,
healmax:0,
attackbonus:3,
specialattackbonus:4,
specialattack2bonus:2,
defense:7,
escapediff:6,
dr:4,
drignore:3,
magicdefense:7,
diplomacydiff:0,
intimidatediff:0,
tamediff:0,
tamelevel:0,
bribe:0,
fireresistance:false,
lightningresistance:true,
stunresistance:true,
stunimmunity:false,
weakenimmunity:false,
poisonimmunity:true,
large:true,
flying:false,
devouring:false,
hasreach:true,
specialhasreach:true,
special2hasreach:false,
physicalimmunity:false,
magicimmunity:false,
fury:false,
burnduration:0,
poisonduration:4,
weakenduration:4,
fortifyduration:0,
stunduration:1,
minburndamage:0,
maxburndamage:0,
poisondamage:8,
maxcooldown:7,
mincooldown:4,
maxcooldown2:6,
mincooldown2:3,
evading:false,
evademessage:"",
basicattackeffect:"poison1",
specialdamagesmana:false,
special2damagesmana:false,
specialpoison:false,
specialburn:false,
specialweaken:true,
specialstun:false,
specialfortify:false,
specialdrain:true,
special2poison:false,
special2burn:false,
special2weaken:false,
special2stun:true,
special2fortify:false,
specialplayeraction:"",
name:"Daughter of the Serpent God",
namecapitalised:"Daughter of the Serpent God",
namefullcaps:"DAUGHTER OF THE SERPENT GOD",
nameundetermined:"Daughter of the Serpent God",
nulldamagemessage:"but the hybrid's tough scales protect her from any damage",
playermissmessage:["you miss"],
deathmessage:"Daughter of the Serpent God collapses to the ground, cursing you<br>with her last breath. But her curses no longer have any power.",
attackallmessages:["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"],
attacknormalmessage:["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"],
attackflyingmessage:["Daughter of the Serpent God casts a dark spell"],
cantreachmessage:["Daughter of the Serpent God hisses in fury, but can't reach you with her special attack!"],
specialattackmessage:"Daughter of the Serpent God casts a horrible ancient curse",
specialattack2message:"Daughter of the Serpent God attacks with her crushing coils",
healmessage:"",
devourmessage:"",
playerdrainmessage:"Daughter of the Serpent God's life force",
intromessage:["Daughter of the Serpent God uncoils her serpentine body and rises to an immense height before you, ready to strike!"],
codexdiff:2,
silver:0,
exp:1000,
}>>
<</widget>>A beautifully wrought medallion set with gemstones.
It's one of the relics of the ancient Queen, stolen
from her tomb and hidden away by her mortal enemy.
Queen Valarisa's spirit used the medallion to
contact you in your dream and ask you for help.
<a class="link-internal ui-close">Close</a>A golden harp decorated with carvings of animals and flowers.
It's one of the relics of the ancient Queen, stolen from her tomb
and thrown into the ocean by her mortal enemy.
The harp was recovered from the bottom of the sea by merfolk,
who later sold it to you.
<a class="link-internal ui-close">Close</a>A golden ring bearing the seal of the ancient Queen.
It's one of the Queen's relics, stolen from her tomb by her
mortal enemy, who ordered a giant fire serpent to guard it.
You recovered the ring after reviving and defeating the serpent,
which had been turned to stone by a wizard many years ago.
<a class="link-internal ui-close">Close</a>A golden crown decorated with seven large opals.
It's one of the relics of the ancient Queen, stolen from
her tomb and hidden deep underground by her mortal enemy.
You recovered the crown from the depths of an old mine.
<a class="link-internal ui-close">Close</a>A vial of the legendary Live Water. It can be used to
brew an elixir which restores petrified creatures to life.
<a class="link-internal ui-close">Close</a><<unset $queenacademy>><<set $relichints to true>>
You walk around the Academy grounds, asking scholars about Queen Valarisa, and soon find an old sorceress who studied her life.
"Frankly, I'm surprised you want to know about Valarisa," she says. "Her legend has been all but forgotten, which is a shame. If the ancient writings are accurate, she was a great queen, but met a tragic fate."
You ask the sorceress to tell you all she knows about Valarisa and her relics, and she gladly obliges.
"Valarisa was a ruler of an ancient kingdom. Her lands had been terrorised by an enormous serpent, malicious and intelligent. People trembled in fear of that monster; many believed it was a divine being and called it the 'Serpent God'. The cruel beast demanded human sacrifices every year, and no one dared refuse it, for the Serpent convinced them it used its divine powers to protect the kingdom from a great cataclysm. And so innocent human beings were devoured by the Serpent God year after year, until Queen Valarisa claimed the throne. The wise Queen saw through the Serpent's lies and led her army to fight it. It was a long battle, for the ancient beast was immense in size and fierce, but in the end, the Queen's soldiers triumphed. The Serpent was slain, and no cataclysm occurred. The people realised the only great threat was the serpent itself, and hailed Valarisa as their saviour."
"The good Queen ruled her subjects for many years, and when she died, she was buried with great ceremony in a large underground tomb filled with treasure. Four pieces of that treasure were of special significance; those were the symbols of the Queen's power: a crown, a ring, a golden harp and a medallion. The tomb was sealed and the Queen's soul was at rest; alas, it was not to last. The Serpent and his most faithful disciple, a giantess witch, had a child together. That spawn of the Serpent broke into Valarisa's tomb and defiled it with her presence. She stole the four relics and scattered them across the Archipelago, knowing that the Queen's soul would now be unable to find peace. For that hybrid hated the slayer of her father and wanted nothing more than to make her suffer."
"And so Queen Valarisa was doomed to a sad fate – being trapped between this world and the next until someone recovers all of her relics. But no one has managed that; the hateful monster took care to hide them well. She threw the harp into the depths of the ocean; buried the crown deep underground on $crownislandname; gave the ring to a servant of hers, a mighty fire serpent, who lived on $ringislandname. As for the medallion, its whereabouts are unknown."
The old sorceress nods, deep in thought.
"Sometimes I wonder if this story is true, or only a legend. If it all really happened, I can't help but feel sorry for Queen Valarisa".
The whereabouts of the Queen's relics were added to your journal!
<<if $tomblocation != true>>\
[[Ask about Queen Valarisa's final resting place|academyqueen2]]
<</if>>\
[[Continue|academy]]
A golden harp decorated with carvings of wild animals and flowers.
The merfolk tell you they found it in a deep trench in the ocean floor.
This must be one of Queen Valarisa's lost relics!
<a class="link-internal ui-close">Close</a><<set $queenscrown to 1>>\
You get down to work and dig out the shining item. It's a golden crown with seven large opals, dirty, but intact and very beautiful.
Without a doubt, it is one of Queen Valarisa's lost relics.
<span class = "gold">You received the Queen's Crown!</span>
[[Continue|$return]]<<set $findwitch to true>><<set $learnserpent to true>>\
$currentislandname is where Queen Valarisa's ring should be, according to what the old sorceress told you. Supposedly, the ring was guarded by a "mighty fire serpent", so you ask the locals if they know where such a creature may live.
To your surprise, you learn that a giant and vicious fire serpent used to live on $currentislandname, but it was defeated by a wizard years ago. The wizard used a powerful spell to turn the monster to stone.
The petrified serpent can still be seen in what locals call the "Stone Serpent's Cave", but few people venture there, as it's located in the distant wilderness.
You ask if the wizard recovered a precious ring from the monster, and learn that he did not. Someone who has seen the serpent, though, tells you that the monster has a collar on its neck, and there is a ring with a seal attached to it – it was also petrified by the wizard's spell and no one can remove it now.
It seems that until the serpent is freed from the spell, you will be unable to recover Queen Valarisa's ring!
You ask locals if they know who could restore the stone serpent to life. They are surprised that you would want to do that, but someone says that a Witch lives <<if $currentislandactivity == "witch">>here on $currentislandname<<else>>somewhere in the Archipelago<</if>> who, rumours say, can brew the Elixir of Life. That fabled Elixir is strong enough to break the wizard's petrifying spell.
[[Continue|$currentisland]]<<switch visited()>>\
<<case 1>>\
You learn the location of the Stone Serpent's Cave from local people and travel there.
The cave is located in a secluded part of $currentislandname, far from any settlements.
When you enter, you immediately notice a giant stone serpent in the centre of a cave; it's rearing its head and baring its fangs, as if preparing to strike. Around its neck there is a stone collar, with a stone ring attached to it.
The ring has a curious seal carved onto it. It has to be one of Queen Valarisa's lost relics!
<<default>>\
<<if $serpentpetrified>>\
You are in the Stone Serpent's Cave, standing before the mighty fire serpent. The stone monster, petrified as it was preparing to strike, is baring its fangs. It has Queen Valarisa's ring attached to a collar on its neck, but the ring has been turned to stone as well.
<<else>>\
As soon as you enter the cave, the giant fire serpent hisses with fury and attacks you!
<</if>>\
<</switch>>\
<<if $serpentpetrified>>\
[[Try to remove the ring from the collar|ringnoremove]]
<<if $elixiroflife == 1>>\
[[Sprinkle the Elixir of Life onto the serpent|serpentwake]]
<</if>>\
[[Leave|$currentisland]]
<<else>>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.fireserpent)>><<set $enemy.maxhp to 120>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous fire serpent">><<set $enemy.namecapitalised to "The fire serpent">><<set $enemy.namefullcaps to "MONSTROUS FIRE SERPENT">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 600>><<set $escapedroom to "stoneserpentescaped">><<set $winroom to "getqueensring">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to clone(setup.fireserpent)>><<set $enemy.maxhp to 120>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous fire serpent">><<set $enemy.namecapitalised to "The fire serpent">><<set $enemy.namefullcaps to "MONSTROUS FIRE SERPENT">><<set $enemy.exp to 600>><<set $winroom to "getqueensring">><<set $playermessage to "">><</link>><</if>>\
<</if>>You try to remove the stone ring, but it's stuck to the collar for good. You're afraid that using too much force would damage it, so you leave it alone.
[[Back|stoneserpentscave]]<<unset $serpentpetrified>><<set $elixiroflife to 0>>\
You uncork the vial with the Elixir of Life and sprinkle its contents onto the coils of the petrified serpent.
The drops shine and gleam when they touch the monster. Steam rises from the stone scales. Patches of crimson appear on the serpent's body and start growing larger. Soon the dead greyness of the stone disappears. The serpent moves its coils and opens its yellow eyes. The ring on its collar is now gleaming with gold.
The serpent notices you and hisses angrily. Smoke starts pouring from its nostrils as the beast moves towards you, ready to strike!
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.fireserpent)>><<set $enemy.maxhp to 120>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous fire serpent">><<set $enemy.namecapitalised to "The fire serpent">><<set $enemy.namefullcaps to "MONSTROUS FIRE SERPENT">><<set $enemy.intimidatediff to 0>><<set $enemy.tamediff to 0>><<set $enemy.exp to 600>><<set $escapedroom to "stoneserpentescaped">><<set $winroom to "getqueensring">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to clone(setup.fireserpent)>><<set $enemy.maxhp to 120>><<set $enemyhp to $enemy.maxhp>><<set $enemy.name to "the monstrous fire serpent">><<set $enemy.namecapitalised to "The fire serpent">><<set $enemy.namefullcaps to "MONSTROUS FIRE SERPENT">><<set $enemy.exp to 600>><<set $winroom to "getqueensring">><<set $playermessage to "">><</link>><</if>>\You escape from the fire serpent, which doesn't follow you out of its cave.
[[Go back to the Stone Serpent's Cave|stoneserpentscave]]
[[Return to town|$currentisland]]A miraculous elixir the Witch brewed using Live Water.
It has the power to bring petrified creatures back to life.You tell the Witch that you're looking for the fabled Elixir of Life, required to revive a petrified creature, and ask if she can brew it.
<<if $renown < 5>><<unset $findwitch>><<set $witchrefuse to true>>\
The Witch listens to you, then shakes her head.
"I know how to do that, but I lack one key ingredient," she says. "Besides, I don't know if I can trust you enough to give you such a powerful elixir. Come back when you've earned some good reputation, and we can discuss this again."
<<if $charisma >= 1>>\
You try to use your charisma and convince the Witch to help you, but to no avail.
"This elixir could cause a lot of trouble in the wrong hands. You must prove that you're a respected person before I'll brew it for you."
<</if>>\
You need at least 5 renown for the Witch to help you!
[[Back|witch]]
<<else>><<unset $findwitch, $witchrefuse>><<set $findlivewater to true>>\
The Witch listens to your request and nods.
"It's a powerful elixir I wouldn't brew for everyone. But your good reputation tells me you can be trusted with it, $playername. I will make the Elixir of Life for you... if you can bring me the one key ingredient I'm missing: the legendary Live Water. It is the source of the Elixir's magic; no one in the Archipelago has seen it for years, but I've heard one last vial was hidden in a dungeon called <<if $livewaterdungeon == "dungeon3">>$dungeon3.name<<elseif $livewaterdungeon == "dungeon4">>$dungeon4.name<</if>>. If you can find it and bring it to me, you'll have your Elixir."
<<if $livewater == 1>>\
[[Give the Witch the Vial of Live Water|brewelixiroflife]]
<</if>>\
[[Continue|witch]]
<</if>>\
<<widget "mapisland1">>\
<<if $currentisland == "Island1">>\
<span id="island1img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island1img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island1img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island1intro'" class="link-internal link-image">\
<span id="island1img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island1img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island1img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland2">>\
<<if $currentisland == "Island2">>\
<span id="island2img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island2img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island2img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island2intro'" class="link-internal link-image">\
<span id="island2img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island2img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island2img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland3">>\
<<if $currentisland == "Island3">>\
<span id="island3img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island3img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island3img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island3intro'" class="link-internal link-image">\
<span id="island3img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island3img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island3img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland4">>\
<<if $currentisland == "Island4">>\
<span id="island4img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island4img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island4img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island4intro'" class="link-internal link-image">\
<span id="island4img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island4img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island4img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland5">>\
<<if $currentisland == "Island5">>\
<span id="island5img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island5img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island5img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island5intro'" class="link-internal link-image">\
<span id="island5img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island5img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island5img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland6">>\
<<if $currentisland == "Island6">>\
<span id="island6img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island6img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island6img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island6intro'" class="link-internal link-image">\
<span id="island6img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island6img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island6img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland7">>\
<<if $currentisland == "Island7">>\
<span id="island7img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island7img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island7img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island7intro'" class="link-internal link-image">\
<span id="island7img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island7img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island7img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland8">>\
<<if $currentisland == "Island8">>\
<span id="island8img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island8img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island8img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island8intro'" class="link-internal link-image">\
<span id="island8img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island8img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island8img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland9">>\
<<if $currentisland == "Island9">>\
<span id="island9img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island9img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island9img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island9intro'" class="link-internal link-image">\
<span id="island9img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island9img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island9img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland10">>\
<<if $currentisland == "Island10">>\
<span id="island10img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island10img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island10img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island10intro'" class="link-internal link-image">\
<span id="island10img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island10img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island10img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland11">>\
<<if $currentisland == "Island11">>\
<span id="island11img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island11img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island11img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island11intro'" class="link-internal link-image">\
<span id="island11img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island11img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island11img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland12">>\
<<if $currentisland == "Island12">>\
<span id="island12img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island12img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island12img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island12intro'" class="link-internal link-image">\
<span id="island12img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island12img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island12img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland13">>\
<<if $currentisland == "Island13">>\
<span id="island13img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island13img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island13img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island13intro'" class="link-internal link-image">\
<span id="island13img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island13img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island13img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland14">>\
<<if $currentisland == "Island14">>\
<span id="island14img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island14img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island14img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island14intro'" class="link-internal link-image">\
<span id="island14img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island14img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island14img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland15">>\
<<if $currentisland == "Island15">>\
<span id="island15img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island15img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island15img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island15intro'" class="link-internal link-image">\
<span id="island15img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island15img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island15img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapisland16">>\
<<if $currentisland == "Island16">>\
<span id="island16img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island16img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island16img + ".jpg]]");
}); <</script>>
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'Island16intro'" class="link-internal link-image">\
<span id="island16img-image"></span>
<<script>> $(document).one(":passagerender", function (event) {
$(event.content).find("#island16img-image").empty().wiki("[img[" + setup.ImagePath + State.variables.island16img + ".jpg]]");
}); <</script>>
</a>\
<</if>>\
<</widget>>\
<<widget "mapdragonisland">>\
<<if $currentisland == "Dragon Island">>\
<img src="assets/Dragon Island.jpg">
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'dragonisland'" class="link-internal link-image">\
<img src="assets/Dragon Island.jpg">
</a>\
<</if>>\
<</widget>>\
<<widget "mapcoralcity">>\
<<if $currentisland == "Coral City">>\
<img src="assets/Coral City.jpg">
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'coralcityentrance'" class="link-internal link-image">\
<img src="assets/Coral City.jpg">
</a>\
<</if>>\
<</widget>>\
<<widget "mapvault">>\
<<if $currentisland == "Vault of the Four Captains">>\
<img src="assets/Vault.jpg">
<<else>>\
<a data-passage="travelencounter" data-setter="$destination to 'vaultentrance'" class="link-internal link-image">\
<img src="assets/Vault.jpg">
</a>\
<</if>>\
<</widget>>\<center><span class = "playername">A game by</span>
<span class = "islandname">Agnieszka Trzaska</span>
<center><span class = "playername">Cover art & in-game map art</span>
<span class = "islandname">Sarah McMenomy</span>
<center><span class = "playername">QA testers</span>
<span class = "islandname">Natalia Kulmaczewska
Małgorzata Reczko
Grzegorz Dąbrowski
Pete Gardner
Andy Joel
John Ayliff</span>
<center><span class = "playername">Special thanks to HiEv for providing helpful sample Twine code</span>
<center><span class = "gold"><span class = "big">[[Back|Main menu]]</span></span></center><<unset $findlivewater>><<set $livewater to 0>><<set $elixiroflife to 1>>\
<span class = "gold">You lost the Vial of Live Water!</span>
"So, you found it," the Witch says. "I must say, I'm impressed. As promised, I'm going to brew the Elixir of Life for you. It won't take long; you can wait here."
The Witch gets down to work and brews an elixir using Live Water and other mystic ingredients.
"Here," she says, giving you a small vial. "Be careful with it; it's one of the most potent elixirs ever conceived. Sprinkle it onto the petrified creature and it shall be revived in an instant."
<span class = "gold">You received the Elixir of Life!</span>
You should use it on the fire serpent on $ringislandname.
[[Continue|witch]]<<set $queensring to 1>>\
The vicious fire serpent, ancient terror of $ringislandname, lies dead before you!
You reach for the dead monster's collar and remove the ring. It's made of gold and has a seal etched onto it.
<span class = "gold">You received the Queen's Ring!</span>
With one more of Queen Valarisa's relics in your possession, you leave the Stone Serpent's Cave and head back to town.
[[Continue|$currentisland]]<<set $tomblibrary to true>>\
"I'm sorry, but I don't know where Queen Valarisa's tomb is," the sorceress says. "As much as her legend fascinates me, I wouldn't want to visit it; it's a cursed place, and most certainly dangerous. But if you really want to know its location... There may be some hints in the old books in our library."
[[Continue|academy]]
<<set $tomblibrary to true>><<set $studentcharm to true>>\
You ask various scholars about the location of Queen Valarisa's tomb, but none of them can help you. They believe, however, that the answer could be found in the library, if one spent enough time digging through old books.
As you walk away from the scholars, a young academy student approaches you.
"Um... excuse me," he says. "I, uh, accidentally overheard your conversation. You seem to need something from our library, but it's only open to Academy members... and some students. I happen to have access to the library. I could research the location of that tomb for you for... a small fee – it's a lot of work, after all. If you bring me a Wisdom Charm, I'll search for the information you need!"
<<if $academymember>>\
You tell the student you are, in fact, a member of the Academy. He's very disappointed.
"Oh... well...", he says. "Are you sure you don't want my help anyway? You must have better things to do than going through piles of mouldy old books. And I, uh, could really use that Wisdom Charm..."
<</if>>\
[[Continue|academy]]<<unset $studentcharm>><<unset $tomblibrary>><<set $tomblocation to true>><<set $wisdomcharm -= 1>>\
You give the Wisdom Charm to the student who promised to help you in exchange for one.
The student beams when he sees the magical trinket.
"Oh, you really... I never thought... I mean, thank you very much! I'll start my research right away!"
He heads for the library and returns a couple of hours later, informing you that he found hints on Queen Valarisa's tomb location in various old texts and managed to piece them together to uncover its precise location.
You learned that Queen Valarisa's tomb is on $tombislandname, and you know where exactly to look for the entrance!
[[Continue|academy]]
<<unset $studentcharm>><<unset $tomblibrary>><<set $tomblocation to true>>\
You start digging through old books, searching for any information about the ancient Queen's tomb and its location. You study mouldy books and crumbling maps, and piece together bits of knowledge.
Hours pass, but eventually, your hard work pays off: you learn that Queen Valarisa's tomb is on $tombislandname, and discover the exact location of its entrance!
[[Continue|library]]<<switch visited()>>\
<<case 1>>\
You set off and travel to the tomb of Queen Valarisa, which is located in a secluded valley, in a wild part of the island.
After a long journey, you reach the tomb's entrance. It's blocked off by a massive stone plate, so tightly fitted it almost seems to be part of the surrounding rock face; only upon closer examination can you notice the plate's outline.
<<default>>\
You're at the entrance to Queen Valarisa's tomb, in the distant and wild part of $currentislandname.
The entrance, cut in a tall rock face, <<if $tombopen>>leads into a long, dark corridor<<else>>is blocked off by a massive stone plate<</if>>.
<</switch>>\
<<if $queensmedallion == 1 && $queensharp == 1 && $queenscrown == 1 && $queensring == 1 && $tombopen != true>><<set $tombopen to true>>\
When you approach the entrance, the Queen's relics you're carrying with you start glowing. Beams of light shoot out of them and touch the stone plate, which suddenly dematerialises!
<<elseif $tombopen != true>>\
You see no way of entering the tomb for now. You remember Queen Valarisa told you to bring all four of her relics; once you've gathered them, the way inside should open.
<</if>>\
<<if $tombopen && $daughterdefeated>>\
[[Enter the tomb|finalchamber]]
<<elseif $tombopen>>\
[[Enter the tomb|queenstomb]]
<</if>>\
[[Return to town|$currentisland]]<<if $daughterfought>>\
The Daughter of the Serpent God is waiting for you inside the burial chamber, her colossal coils wrapped around the Queen's sarcophagus.
"You're back!", the hybrid says. "I'll admit, human, you're as persistent as you're foolish. This time I won't let you escape!"
The Daughter of the Serpent God slithers forward, ready to strike!
<<else>><<set $daughterfought to true>>\
You walk down the long corridor. In the light emanating from the Queen's relics you can see reliefs on the stone walls, depicting the Queen's life and deeds. Most of them were vandalised; the Queen's figure, wherever it appeared, was broken off the wall.
The silence inside the tomb is ominous; you feel an evil presence in the air.
Finally, you reach the burial chamber. There's an opening in its roof, which lets in a beam of sunlight, illuminating a stone sarcophagus in the middle of the chamber… and a giant creature coiled around it. It has the upper body of a giantess, clad in golden armour; from the waist down, it's a colossal serpent.
When you approach, the monstrous hybrid suddenly moves. It slithers towards you, rising its humanoid torso up high, towering above you.
"I can sense them," she says. "You found them all. You want to save her!"
The monster laughs maliciously.
"To think someone will go through so much trouble, face so many perils to recover the cursed Queen's relics, only to perish here, in her tomb! You can't save her, foolish human. I won't let the woman who slew my divine father ever rest in peace. You may have found the relics I scattered across the Archipelago, but you won't get past me, for I am the Daughter of the Serpent God, the inheritor of his power!"
The Daughter of the Serpent God, Queen Valarisa's ancient enemy, unsheathes her golden sword and attacks!
<</if>>\
<<link [[Fight!|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.daughteroftheserpentgod>><<set $enemyhp to $enemy.maxhp>><<set $escapedroom to "queenstombescaped">><<set $winroom to "queenstombwin">><<set $playermessage to "">><</link>>
<<if $dragonpearl >= 1>><<link [[(Use a dragon pearl) Fight in dragon form!|CombatDragonForm]]>><<set $dragonpearl -= 1>><<dragonformunequip>><<dragonformstats>><<set $initialisecombat to true>><<set $enemy to setup.daughteroftheserpentgod>><<set $enemyhp to $enemy.maxhp>><<set $winroom to "queenstombwin">><<set $playermessage to "">><</link>><</if>>\<<set $daughterdefeated to true>>\
<span class = "green">Game saved automatically!</span>
"No, no! That's impossible! You, a mere mortal…!"
The monster tries to crawl in your direction, but her strength abandons her. With a final hateful scream, the Daughter of the Serpent God drops down dead.
Immediately, the stifling sense of evil is gone from the tomb. A peaceful feeling overcomes you. You have defeated Valarisa's ancient enemy and can finally free the tragic queen's soul!
You can't hear Valarisa, but you feel as if she was urging you to approach her sarcophagus and place the four relics inside it.
[[Place the relics inside the sarcophagus|queenwin]]
[[Exit the tomb|queenstombentrance]]You escape from the burial chamber; as you run to the tomb's entrance, you hear the evil laughter of the serpent creature.
[[Continue|queenstombentrance]]<span class = "green">Game saved automatically!</span>
You're standing in the burial chamber of Queen Valarisa.
There's a stone sarcophagus in the middle of the chamber.
You can't hear Valarisa, but you feel as if she was urging you to approach the sarcophagus and place the four relics inside it.
[[Place the relics inside the sarcophagus|queenwin]]
[[Exit the tomb|queenstombentrance]]You approach the sarcophagus. It's ornately carved and covered with a stone plate, the corner of which has been broken off. Inside, there's a simple metal coffin, dusty and very old.
One by one, you take Valarisa's relics and place them on the coffin: her golden harp, her crown, her ring and, finally, her medallion.
A warm glow surrounds the relics. Then, the image of Queen Valarisa forms in front of your eyes.
The ancient Queen is smiling.
"Thank you, $playername," she says. "You've saved me. You've returned my relics and slain the evil creature which has tormented my soul for centuries. Her hatred no longer defiles my tomb. I can rest now. You've done more for me than I can ever repay... still, I will try to."
The Queen reaches out her hand. A key made of pure light materialises in it – and when you touch it, it turns to solid metal.
"You restored not only my relics, but my memories, $playername," the Queen says. "I now remember where my palace once stood. Underneath it, there is a secret vault, well hidden, filled with treasure and knowledge, secured by powerful spells to ward them from decay. You can take anything you want from that vault. Even that won't be enough to reward your noble deed, but that's all I can do..."
The Queen tells you how to find the secret vault. She then smiles at you one last time and is gone.
Wherever she's disappeared to, you know she found her long-awaited rest there.
You, on the other hand, have a whole new adventure waiting for you...
<center><span class = "playername">Congratulations! You have achieved your goal and won the game!</span>
<span class = "gold"><<link "Return to Main Menu">><<run Engine.restart()>><</link>></span></center>When this ring is equipped, spells that miss their target
or fail to affect them consume no MP.
(Doesn't apply to offensive spells that hit the target,
but fail to damage them because of their damage reduction
or resistances.)
<a class="link-internal ui-close">Close</a>$island1activity
$island2activity
$island3activity
$island4activity
$island5activity
$island6activity
$island7activity
$island8activity
$island9activity
$island10activity
$island11activity
$island12activity
$island13activity
$island14activity
$island15activity
$island16activityThe Wanderer visits the islands in the following order, where Islands 1-4 are the top row of the map, 5-8 are the second row, etc.:
<<for _i to 0; _i lt $wandererislands.length; _i++>>
<<print _i + 1>>. $wandererislands[_i]
<</for>>
The Wanderer is currently on: $currentwandererisland
[[Back|Test commands]] <span class = "gold"><h3>How to play</h3></span>
In <span class = "gold">4x4 Archipelago</span> you're playing an aspiring adventurer. You start with two level 1 main skills, some silver coins and basic equipment. It's then up to you to explore the Archipelago any way you want, develop your skills and learn new ones, find better items and recruit allies – and ultimately achieve your character's main goal!
This game is very open, with no level-scaling or a set path for your character to take. Because of this, you may encounter almost any enemy in the game right from the start. If you meet an enemy that's too strong for you to win against, don't worry – you can always escape and return later, when you've powered up!
If you have trouble at that start of your adventure, check out these [[Beginner's Tips|tips]] for detailed hints, strategies and explanations (you'll be able to read them later as well, by selecting Journal -> How to Play).
<span class = "gold"><h3>Saving</h3></span>
This game saves your progress automatically in certain places. You can also save manually, but only in Savespots (indicated by the green "Savespot!" line in the sidebar).
<span class = "gold"><h3>Levelling up skills</h3></span>
Savespots are also where you can upgrade your character's skills, provided that you have enough experience points. Whenever you can upgrade a skill, an appropriate prompt in green appears in the sidebar, and the "LEVEL UP SKILLS" button is available.
<span class = "gold"><h3>Inventory</h3></span>
Your inventory is accessed via a button in the sidebar. You can click the items' names (pink links) to learn more about them; whenever you can use an item, a "Use"/"Equip" link appears next to it.
The inventory isn't accessible from every screen. It is, though, available during combat – you can use potions or other consumables, and even swap weapons and accessories.
You can have one weapon, one armour, one ring, and one amulet equipped at any time.
<span class = "gold"><h3>Journal</h3></span>
The Journal, accessed via a button in the sidebar, provides a lot of useful information. It is divided into six tabs: "QUESTS", "ISLANDS", "CODEX", "TECHNIQUES", "SPELLBOOK" and "HOW TO PLAY".
<span class = "gold"><h3>Quests</h3></span>
The "QUESTS" tab in your journal lists information about your character's main quest and all sidequests you've heard about, started or completed.
<span class = "gold"><h3>Islands</h3></span>
The "ISLANDS" tab contains information on all the islands you've already visited or learned about through "Gather Information". Here you can see which special characters and areas are found on which island, find information on types of trade goods markets you've visited sell and buy, and see if you've already cleared a particular mine or dungeon.
<span class = "gold"><h3>Codex</h3></span>
The "CODEX" tab contains information on all the enemies you've defeated or analysed using the "Study" technique. Click on the enemy name to learn more about them.
When fighting an enemy that's already in your Codex you can click the "INFO" link displayed to the right of the enemy HP to view its Codex entry during combat.
<span class = "gold"><h3>Techniques</h3></span>
The "TECHNIQUES" tab describes all non-spell combat moves your character knows. Click a technique's name to learn more about it.
<span class = "gold"><h3>Spellbook</h3></span>
The "SPELLBOOK" tab contains information on all the spells your character knows, and lets you use healing spells outside of combat. Click a spell's name to learn more about it.
<span class = "gold"><h3>How to Play</h3></span>
The "HOW TO PLAY" tab in the Journal lets you access all the information you're reading right now again.
<center><span class = "gold"><span class = "big">[[Back|Main menu]]</span></span></center><span class = "big"><span class = "gold"><h3>Beginner's Tips</h3></span></span>
Getting started with your adventure may seem difficult at first, so here are some tips on how to survive and make your character stronger!
<span class = "gold"><h3>Combat</h3></span>
You can meet very strong enemies right from the start of your adventure. Usually, a quest's or dungeon's description should warn you if you're about to face some really powerful monsters, but sometimes combat also happens through travel events and exploration. If you end up facing a powerful enemy, simply run away! You'll be able to deal with them once your character grows stronger. For really close situations, keep some Bottled Mists handy, as they let you escape from combat without making an escape "roll", which may fail (you start with a single Bottled Mist in your inventory and can buy more at any market).
Easier enemies can be found mostly in the low-level dungeons – ones that are not described as "dangerous" or "deadly". There are also three islands where you can repeatedly fight a specific enemy type – sentient, beast and mindless – and when setting off to fight, you get the option to either look for weaker or for stronger enemies.
Brawn (secondary skill) increases damage you deal with melee weapons, but not with ranged weapons. Because of this, melee weapons are, in general, more powerful when you have one or more levels of Brawn. However, only ranged weapons (and spells) can be used to attack flying enemies.
Bottled Explosions (can be bought at the Great Market) are expensive single-use combat items that deal a lot of damage to the enemy and never miss. If you manage to buy or find a couple, they're the easiest way of defeating strong enemies early on.
Finding an ally early on can improve your fighting capabilities. All characters except for the Battle Mage, who starts with Combat and Magic skills, can recruit an ally immediately.
- In one of the game's inns a healer can be recruited by characters with Charisma. Healers are poor fighters, but they can heal you in combat if your HP is low.
- In another inn characters with Trading can recruit a mercenary. Hiring a mercenary costs money and, in addition, you need to pay a small sum each time they attack. However, their attacks are very powerful.
- Characters with Survival can attempt to tame beast-type enemies during combat. It's easier to tame a beast when its HP is low. Beast allies have a variety of skills, but each tamed beast can only be called upon a limited number of times.
Try to buy some armour and, if you don't start with one, a good weapon. Among the starting weapons, the sword, the crossbow and the axe should serve you well for some time, but the staff and, especially, the knife should be upgraded as soon as possible (to learn more about each weapon's statistics, click the weapon name in pink in the inventory/market screen).
Resting at the inns is the cheapest way of restoring your HP and MP.
<span class = "gold"><h3>Exploration</h3></span>
Exploring islands may reward you with silver, items, trading goods or EXP. However, you may also run into enemies, severe weather or other danger, so it's a good idea to heal up before setting off.
Mines found on some islands are a good source of early income, but you'll need to buy or find mining tools and a source of light before you can explore them. Some mines are more dangerous than others and contain monsters or unstable deposits, which may collapse as you mine them, dealing a lot of damage to your character. If your HP is low, skip any unstable deposits and only mine the safe ones!
Traps appear in both mines and dungeons. Characters with the Survival skill have a higher chance of avoiding them, but even they can activate a trap from time to time. To be on the safe side, don't venture into unexplored rooms when your HP is low.
Travel events can have both positive and negative effects.
<span class = "gold"><h3>Questing</h3></span>
Quests can be found through listening to rumours on various islands. Some quests require spending a lot of resources or winning a challenging combat, but others have no such requirements and provide an easy source of EXP and silver to fresh characters. You can start all the quests right away and if you run into one you're yet unable to finish, simply take a break from it and come back later (you can always consult your Journal to see the active quests).
<span class = "gold"><h3>Making money</h3></span>
Buying and selling trade goods is a great source of early income – but you have to locate islands with markets first (note that the Great Market doesn't sell any trade goods). While characters with the Trading skill gain more silver from selling trade goods, any character can sell them for a profit. Just be aware some optional quests and encounters may require spending trade goods, and their supply on the markets is limited (you can still find them through exploration, though).
If your character has the Charisma skill, you can record local stories at inns on various islands and sell them for silver and EXP at the Academy.
<span class = "gold"><h3>Developing your character</h3></span>
Characters starting with the Magic skill can learn new spells (for a moderate price) at the Academy by choosing the "Go to the Tower of Magic" option.
Eventually you will be able to learn a third main skill at the Academy.
<span class = "gold"><h3>Becoming famous</h3></span>
Renown is the measure of how famous your character is throughout the Archipelago. Certain renown levels may be required, for example, to buy from some item sellers, or complete parts of your main quest. There are many ways to gain renown, for example:
- Quests: More challenging quests always reward with renown, while simpler quests may give you renown based on your choices (in general, renown is gained through selfless actions that make the people you helped spread the word about your deeds).
- Some exploration and travel events may reward you with renown.
- Helping the Keeper of Stories at the Academy (for characters with the Charisma skill).
- Donating money to the Academy.
The following ways of gaining renown may require making your characters stronger first:
- Clearing "dangerous" and "deadly" dungeons.
- Defeating the most powerful enemies.
- Completing the Hunters' Guild quests.
<center><span class = "gold"><span class = "big">[[Back|How to play]]</span></span></center>
<center><span class = "gold"><span class = "big">[[Main menu|Main menu]]</span></span></center>[[QUESTS|Quests]]<span id = "tab">[[ISLANDS|Islands]]</span><span id = "tab">[[CODEX|Codex]]</span><span id = "tab">[[TECHNIQUES|Techniques]]</span><span id = "tab">[[SPELLBOOK|Spellbook]]</span><span id = "tab"><span class = "heading">HOW TO PLAY</span>
</span>
[[Close Journal|$return][$initiative to true]]
In <span class = "gold">4x4 Archipelago</span> you're playing an aspiring adventurer. You start with two level 1 main skills, some silver coins and basic equipment. It's then up to you to explore the Archipelago any way you want, develop your skills and learn new ones, find better items and recruit allies – and ultimately achieve your character's main goal!
This game is very open, with no level-scaling or a set path for your character to take. Because of this, you may encounter almost any enemy in the game right from the start. If you meet an enemy that's too strong for you to win against, don't worry – you can always escape and return later, when you've powered up!
If you have trouble at that start of your adventure, check out these [[Beginner's Tips|journaltips]] for detailed hints, strategies and explanations (you'll be able to read them later as well, by selecting Journal -> How to Play).
<span class = "gold"><h3>Saving</h3></span>
This game saves your progress automatically in certain places. You can also save manually, but only in Savespots (indicated by the green "Savespot!" line in the sidebar).
<span class = "gold"><h3>Levelling up skills</h3></span>
Savespots are also where you can upgrade your character's skills, provided that you have enough experience points. Whenever you can upgrade a skill, an appropriate prompt in green appears in the sidebar, and the "LEVEL UP SKILLS" button is available.
<span class = "gold"><h3>Inventory</h3></span>
Your inventory is accessed via a button in the sidebar. You can click the items' names (pink links) to learn more about them; whenever you can use an item, a "Use"/"Equip" link appears next to it.
The inventory isn't accessible from every screen. It is, though, available during combat – you can use potions or other consumables, and even swap weapons and accessories.
You can have one weapon, one armour, one ring, and one amulet equipped at any time.
<span class = "gold"><h3>Journal</h3></span>
The Journal, accessed via a button in the sidebar, provides a lot of useful information. It is divided into six tabs: "QUESTS", "ISLANDS", "CODEX", "TECHNIQUES", "SPELLBOOK" and "HOW TO PLAY".
<span class = "gold"><h3>Quests</h3></span>
The "QUESTS" tab in your journal lists information about your character's main quest and all sidequests you've heard about, started or completed.
<span class = "gold"><h3>Islands</h3></span>
The "ISLANDS" tab contains information on all the islands you've already visited or learned about through "Gather Information". Here you can see which special characters and areas are found on which island, find information on types of trade goods markets you've visited sell and buy, and see if you've already cleared a particular mine or dungeon.
<span class = "gold"><h3>Codex</h3></span>
The "CODEX" tab contains information on all the enemies you've defeated or analysed using the "Study" technique. Click on the enemy name to learn more about them.
When fighting an enemy that's already in your Codex you can click the "INFO" link displayed to the right of the enemy HP to view its Codex entry during combat.
<span class = "gold"><h3>Techniques</h3></span>
The "TECHNIQUES" tab describes all non-spell combat moves your character knows. Click a technique's name to learn more about it.
<span class = "gold"><h3>Spellbook</h3></span>
The "SPELLBOOK" tab contains information on all the spells your character knows, and lets you use healing spells outside of combat. Click a spell's name to learn more about it.
<span class = "gold"><h3>How to Play</h3></span>
This is where you are right now!
<span class = "big"><span class = "gold">Beginner's Tips</span></span>
Getting started with your adventure may seem difficult at first, so here are some tips on how to survive and make your character stronger!
<span class = "gold"><h3>Combat</h3></span>
You can meet very strong enemies right from the start of your adventure. Usually, a quest's or dungeon's description should warn you if you're about to face some really powerful monsters, but sometimes combat also happens through travel events and exploration. If you end up facing a powerful enemy, simply run away! You'll be able to deal with them once your character grows stronger. For really close situations, keep some Bottled Mists handy, as they let you escape from combat without making an escape "roll", which may fail (you start with a single Bottled Mist in your inventory and can buy more at any market).
Easier enemies can be found mostly in the low-level dungeons – ones that are not described as "dangerous" or "deadly". There are also three islands where you can repeatedly fight a specific enemy type – sentient, beast and mindless – and when setting off to fight, you get the option to either look for weaker or for stronger enemies.
Brawn (secondary skill) increases damage you deal with melee weapons, but not with ranged weapons. Because of this, melee weapons are, in general, more powerful when you have one or more levels of Brawn. However, only ranged weapons (and spells) can be used to attack flying enemies.
Bottled Explosions (can be bought at the Great Market) are expensive single-use combat items that deal a lot of damage to the enemy and never miss. If you manage to buy or find a couple, they're the easiest way of defeating strong enemies early on.
Finding an ally early on can improve your fighting capabilities. All characters except for the Battle Mage, who starts with Combat and Magic skills, can recruit an ally immediately.
- In one of the game's inns a healer can be recruited by characters with Charisma. Healers are poor fighters, but they can heal you in combat if your HP is low.
- In another inn characters with Trading can recruit a mercenary. Hiring a mercenary costs money and, in addition, you need to pay a small sum each time they attack. However, their attacks are very powerful.
- Characters with Survival can attempt to tame beast-type enemies during combat. It's easier to tame a beast when its HP is low. Beast allies have a variety of skills, but each tamed beast can only be called upon a limited number of times.
Try to buy some armour and, if you don't start with one, a good weapon. Among the starting weapons, the sword, the crossbow and the axe should serve you well for some time, but the staff and, especially, the knife should be upgraded as soon as possible (to learn more about each weapon's statistics, click the weapon name in pink in the inventory/market screen).
Resting at the inns is the cheapest way of restoring your HP and MP.
<span class = "gold"><h3>Exploration</h3></span>
Exploring islands may reward you with silver, items, trading goods or EXP. However, you may also run into enemies, severe weather or other danger, so it's a good idea to heal up before setting off.
Mines found on some islands are a good source of early income, but you'll need to buy or find mining tools and a source of light before you can explore them. Some mines are more dangerous than others and contain monsters or unstable deposits, which may collapse as you mine them, dealing a lot of damage to your character. If your HP is low, skip any unstable deposits and only mine the safe ones!
Traps appear in both mines and dungeons. Characters with the Survival skill have a higher chance of avoiding them, but even they can activate a trap from time to time. To be on the safe side, don't venture into unexplored rooms when your HP is low.
Travel events can have both positive and negative effects.
<span class = "gold"><h3>Questing</h3></span>
Quests can be found through listening to rumours on various islands. Some quests require spending a lot of resources or winning a challenging combat, but others have no such requirements and provide an easy source of EXP and silver to fresh characters. You can start all the quests right away and if you run into one you're yet unable to finish, simply take a break from it and come back later (you can always consult your Journal to see the active quests).
<span class = "gold"><h3>Making money</h3></span>
Buying and selling trade goods is a great source of early income – but you have to locate islands with markets first (note that the Great Market doesn't sell any trade goods). While characters with the Trading skill gain more silver from selling trade goods, any character can sell them for a profit. Just be aware some optional quests and encounters may require spending trade goods, and their supply on the markets is limited (you can still find them through exploration, though).
If your character has the Charisma skill, you can record local stories at inns on various islands and sell them for silver and EXP at the Academy.
<span class = "gold">Developing your character</span>
Characters starting with the Magic skill can learn new spells (for a moderate price) at the Academy by choosing the "Go to the Tower of Magic" option.
Eventually you will be able to learn a third main skill at the Academy.
<span class = "gold"><h3>Becoming famous</h3></span>
Renown is the measure of how famous your character is throughout the Archipelago. Certain renown levels may be required, for example, to buy from some item sellers, or complete parts of your main quest. There are many ways to gain renown, for example:
- Quests: More challenging quests always reward with renown, while simpler quests may give you renown based on your choices (in general, renown is gained through selfless actions that make the people you helped spread the word about your deeds).
- Some exploration and travel events may reward you with renown.
- Helping the Keeper of Stories at the Academy (for characters with the Charisma skill).
- Donating money to the Academy.
The following ways of gaining renown may require making your characters stronger first:
- Clearing "dangerous" and "deadly" dungeons.
- Defeating the most powerful enemies.
- Completing the Hunters' Guild quests.
[[Back|journalhowtoplay]]
[[Close Journal|$return][$initiative to true]]