/* ************************************************************************
* File: class.c Part of CircleMUD *
* Usage: Source file for class-specific code *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
/*
* This file attempts to concentrate most of the code which must be changed
* in order for new classes to be added. If you're adding a new class,
* you should go through this entire file from beginning to end and add
* the appropriate new special cases for your new class.
*/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "db.h"
#include "utils.h"
#include "spells.h"
#include "interpreter.h"
/* Names first */
const char *class_abbrevs[] = {
"Mu",
"Cl",
"Th",
"Wa",
"\n"
};
const char *pc_class_types[] = {
"Magic User",
"Cleric",
"Thief",
"Warrior",
"\n"
};
/* The menu for choosing a class in interpreter.c: */
const char *class_menu =
"\r\n"
"Select a class:\r\n"
" [C]leric\r\n"
" [T]hief\r\n"
" [W]arrior\r\n"
" [M]agic-user\r\n";
/*
* The code to interpret a class letter -- used in interpreter.c when a
* new character is selecting a class and by 'set class' in act.wizard.c.
*/
int parse_class(char arg)
{
arg = LOWER(arg);
switch (arg) {
case 'm':
return CLASS_MAGIC_USER;
break;
case 'c':
return CLASS_CLERIC;
break;
case 'w':
return CLASS_WARRIOR;
break;
case 't':
return CLASS_THIEF;
break;
default:
return CLASS_UNDEFINED;
break;
}
}
/*
* bitvectors (i.e., powers of two) for each class, mainly for use in
* do_who and do_users. Add new classes at the end so that all classes
* use sequential powers of two (1 << 0, 1 << 1, 1 << 2, 1 << 3, 1 << 4,
* 1 << 5, etc.
*/
long find_class_bitvector(char arg)
{
arg = LOWER(arg);
switch (arg) {
case 'm':
return (1 << 0);
break;
case 'c':
return (1 << 1);
break;
case 't':
return (1 << 2);
break;
case 'w':
return (1 << 3);
break;
default:
return 0;
break;
}
}
/*
* These are definitions which control the guildmasters for each class.
*
* The first field (top line) controls the highest percentage skill level
* a character of the class is allowed to attain in any skill. (After
* this level, attempts to practice will say "You are already learned in
* this area."
*
* The second line controls the maximum percent gain in learnedness a
* character is allowed per practice -- in other words, if the random
* die throw comes out higher than this number, the gain will only be
* this number instead.
*
* The third line controls the minimu percent gain in learnedness a
* character is allowed per practice -- in other words, if the random
* die throw comes out below this number, the gain will be set up to
* this number.
*
* The fourth line simply sets whether the character knows 'spells'
* or 'skills'. This does not affect anything except the message given
* to the character when trying to practice (i.e. "You know of the
* following spells" vs. "You know of the following skills"
*/
#define SPELL 0
#define SKILL 1
/* #define LEARNED_LEVEL 0 % known which is considered "learned" */
/* #define MAX_PER_PRAC 1 max percent gain in skill per practice */
/* #define MIN_PER_PRAC 2 min percent gain in skill per practice */
/* #define PRAC_TYPE 3 should it say 'spell' or 'skill'? */
int prac_params[4][NUM_CLASSES] = {
/* MAG CLE THE WAR */
{95, 95, 85, 80}, /* learned level */
{100, 100, 12, 12}, /* max per prac */
{25, 25, 0, 0,}, /* min per pac */
{SPELL, SPELL, SKILL, SKILL} /* prac name */
};
/*
* ...And the appropriate rooms for each guildmaster/guildguard; controls
* which types of people the various guildguards let through. i.e., the
* first line shows that from room 3017, only MAGIC_USERS are allowed
* to go south.
*/
int guild_info[][3] = {
/* Midgaard */
{CLASS_MAGIC_USER, 3017, SCMD_SOUTH},
{CLASS_CLERIC, 3004, SCMD_NORTH},
{CLASS_THIEF, 3027, SCMD_EAST},
{CLASS_WARRIOR, 3021, SCMD_EAST},
/* Brass Dragon */
{-999 /* all */ , 5065, SCMD_WEST},
/* New Sparta */
{CLASS_MAGIC_USER, 21075, SCMD_NORTH},
{CLASS_CLERIC, 21019, SCMD_WEST},
{CLASS_THIEF, 21014, SCMD_SOUTH},
{CLASS_WARRIOR, 21023, SCMD_SOUTH},
/* this must go last -- add new guards above! */
{-1, -1, -1}};
/* THAC0 for classes and levels. (To Hit Armor Class 0) */
/* [class], [level] (all) */
const int thaco[NUM_CLASSES][LVL_IMPL + 1] = {
/* MAGE */
/* 0 5 10 15 */
{100, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15,
15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9},
/* 20 25 30 */
/* CLERIC */
/* 0 5 10 15 */
{100, 20, 20, 20, 18, 18, 18, 16, 16, 16, 14, 14, 14, 12, 12, 12, 10, 10,
10, 8, 8, 8, 6, 6, 6, 4, 4, 4, 2, 2, 2, 1, 1, 1, 1},
/* 20 25 30 */
/* THIEF */
/* 0 5 10 15 */
{100, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 12,
11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3},
/* 20 25 30 */
/* WARRIOR */
/* 0 5 10 15 */
{100, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3,
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
/* 20 25 30 */
};
/*
* Roll the 6 stats for a character... each stat is made of the sum of
* the best 3 out of 4 rolls of a 6-sided die. Each class then decides
* which priority will be given for the best to worst stats.
*/
void roll_real_abils(struct char_data * ch)
{
int i, j, k, temp;
ubyte table[6];
ubyte rolls[4];
for (i = 0; i < 6; i++)
table[i] = 0;
for (i = 0; i < 6; i++) {
for (j = 0; j < 4; j++)
rolls[j] = number(1, 6);
temp = rolls[0] + rolls[1] + rolls[2] + rolls[3] -
MIN(rolls[0], MIN(rolls[1], MIN(rolls[2], rolls[3])));
for (k = 0; k < 6; k++)
if (table[k] < temp) {
temp ^= table[k];
table[k] ^= temp;
temp ^= table[k];
}
}
ch->real_abils.str_add = 0;
switch (GET_CLASS(ch)) {
case CLASS_MAGIC_USER:
ch->real_abils.intel = table[0];
ch->real_abils.wis = table[1];
ch->real_abils.dex = table[2];
ch->real_abils.str = table[3];
ch->real_abils.con = table[4];
ch->real_abils.cha = table[5];
break;
case CLASS_CLERIC:
ch->real_abils.wis = table[0];
ch->real_abils.intel = table[1];
ch->real_abils.str = table[2];
ch->real_abils.dex = table[3];
ch->real_abils.con = table[4];
ch->real_abils.cha = table[5];
break;
case CLASS_THIEF:
ch->real_abils.dex = table[0];
ch->real_abils.str = table[1];
ch->real_abils.con = table[2];
ch->real_abils.intel = table[3];
ch->real_abils.wis = table[4];
ch->real_abils.cha = table[5];
break;
case CLASS_WARRIOR:
ch->real_abils.str = table[0];
ch->real_abils.dex = table[1];
ch->real_abils.con = table[2];
ch->real_abils.wis = table[3];
ch->real_abils.intel = table[4];
ch->real_abils.cha = table[5];
if (ch->real_abils.str == 18)
ch->real_abils.str_add = number(0, 100);
break;
}
ch->aff_abils = ch->real_abils;
}
/* Some initializations for characters, including initial skills */
void do_start(struct char_data * ch)
{
void advance_level(struct char_data * ch);
GET_LEVEL(ch) = 1;
GET_EXP(ch) = 1;
set_title(ch, NULL);
roll_real_abils(ch);
ch->points.max_hit = 10;
switch (GET_CLASS(ch)) {
case CLASS_MAGIC_USER:
break;
case CLASS_CLERIC:
break;
case CLASS_THIEF:
SET_SKILL(ch, SKILL_SNEAK, 10);
SET_SKILL(ch, SKILL_HIDE, 5);
SET_SKILL(ch, SKILL_STEAL, 15);
SET_SKILL(ch, SKILL_BACKSTAB, 10);
SET_SKILL(ch, SKILL_PICK_LOCK, 10);
SET_SKILL(ch, SKILL_TRACK, 10);
break;
case CLASS_WARRIOR:
break;
}
advance_level(ch);
GET_HIT(ch) = GET_MAX_HIT(ch);
GET_MANA(ch) = GET_MAX_MANA(ch);
GET_MOVE(ch) = GET_MAX_MOVE(ch);
GET_COND(ch, THIRST) = 24;
GET_COND(ch, FULL) = 24;
GET_COND(ch, DRUNK) = 0;
ch->player.time.played = 0;
ch->player.time.logon = time(0);
}
/*
* This function controls the change to maxmove, maxmana, and maxhp for
* each class every time they gain a level.
*/
void advance_level(struct char_data * ch)
{
int add_hp = 0, add_mana = 0, add_move = 0, i;
extern struct wis_app_type wis_app[];
extern struct con_app_type con_app[];
add_hp = con_app[GET_CON(ch)].hitp;
switch (GET_CLASS(ch)) {
case CLASS_MAGIC_USER:
add_hp += number(3, 8);
add_mana = number(GET_LEVEL(ch), (int) (1.5 * GET_LEVEL(ch)));
add_mana = MIN(add_mana, 10);
add_move = number(0, 2);
break;
case CLASS_CLERIC:
add_hp += number(5, 10);
add_mana = number(GET_LEVEL(ch), (int) (1.5 * GET_LEVEL(ch)));
add_mana = MIN(add_mana, 10);
add_move = number(0, 2);
break;
case CLASS_THIEF:
add_hp += number(7, 13);
add_mana = 0;
add_move = number(1, 3);
break;
case CLASS_WARRIOR:
add_hp += number(10, 15);
add_mana = 0;
add_move = number(1, 3);
break;
}
ch->points.max_hit += MAX(1, add_hp);
ch->points.max_move += MAX(1, add_move);
if (GET_LEVEL(ch) > 1)
ch->points.max_mana += add_mana;
if (GET_CLASS(ch) == CLASS_MAGIC_USER || GET_CLASS(ch) == CLASS_CLERIC)
GET_PRACTICES(ch) += MAX(2, wis_app[GET_WIS(ch)].bonus);
else
GET_PRACTICES(ch) += MIN(2, MAX(1, wis_app[GET_WIS(ch)].bonus));
if (GET_LEVEL(ch) >= LVL_IMMORT) {
for (i = 0; i < 3; i++)
GET_COND(ch, i) = (char) -1;
SET_BIT(PRF_FLAGS(ch), PRF_HOLYLIGHT);
}
save_char(ch, NOWHERE);
sprintf(buf, "%s advanced to level %d", GET_NAME(ch), GET_LEVEL(ch));
mudlog(buf, BRF, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE);
}
/*
* This simply calculates the backstab multiplier based on a character's
* level. This used to be an array, but was changed to be a function so
* that it would be easier to add more levels to your MUD. This doesn't
* really create a big performance hit because it's not used very often.
*/
int backstab_mult(int level)
{
if (level <= 0)
return 1; /* level 0 */
else if (level <= 7)
return 2; /* level 1 - 7 */
else if (level <= 13)
return 3; /* level 8 - 13 */
else if (level <= 20)
return 4; /* level 14 - 20 */
else if (level <= 28)
return 5; /* level 21 - 28 */
else if (level < LVL_IMMORT)
return 6; /* all remaining mortal levels */
else
return 20; /* immortals */
}
/*
* invalid_class is used by handler.c to determine if a piece of equipment is
* usable by a particular class, based on the ITEM_ANTI_{class} bitvectors.
*/
int invalid_class(struct char_data *ch, struct obj_data *obj) {
if ((IS_OBJ_STAT(obj, ITEM_ANTI_MAGIC_USER) && IS_MAGIC_USER(ch)) ||
(IS_OBJ_STAT(obj, ITEM_ANTI_CLERIC) && IS_CLERIC(ch)) ||
(IS_OBJ_STAT(obj, ITEM_ANTI_WARRIOR) && IS_WARRIOR(ch)) ||
(IS_OBJ_STAT(obj, ITEM_ANTI_THIEF) && IS_THIEF(ch)))
return 1;
else
return 0;
}
/*
* SPELLS AND SKILLS. This area defines which spells are assigned to
* which classes, and the minimum level the character must be to use
* the spell or skill.
*/
void init_spell_levels(void)
{
/* MAGES */
spell_level(SPELL_MAGIC_MISSILE, CLASS_MAGIC_USER, 1);
spell_level(SPELL_DETECT_INVIS, CLASS_MAGIC_USER, 2);
spell_level(SPELL_DETECT_MAGIC, CLASS_MAGIC_USER, 2);
spell_level(SPELL_CHILL_TOUCH, CLASS_MAGIC_USER, 3);
spell_level(SPELL_INFRAVISION, CLASS_MAGIC_USER, 3);
spell_level(SPELL_INVISIBLE, CLASS_MAGIC_USER, 4);
spell_level(SPELL_ARMOR, CLASS_MAGIC_USER, 4);
spell_level(SPELL_BURNING_HANDS, CLASS_MAGIC_USER, 5);
spell_level(SPELL_LOCATE_OBJECT, CLASS_MAGIC_USER, 6);
spell_level(SPELL_STRENGTH, CLASS_MAGIC_USER, 6);
spell_level(SPELL_SHOCKING_GRASP, CLASS_MAGIC_USER, 7);
spell_level(SPELL_SLEEP, CLASS_MAGIC_USER, 8);
spell_level(SPELL_LIGHTNING_BOLT, CLASS_MAGIC_USER, 9);
spell_level(SPELL_BLINDNESS, CLASS_MAGIC_USER, 9);
spell_level(SPELL_DETECT_POISON, CLASS_MAGIC_USER, 10);
spell_level(SPELL_COLOR_SPRAY, CLASS_MAGIC_USER, 11);
spell_level(SPELL_ENERGY_DRAIN, CLASS_MAGIC_USER, 13);
spell_level(SPELL_CURSE, CLASS_MAGIC_USER, 14);
spell_level(SPELL_FIREBALL, CLASS_MAGIC_USER, 15);
spell_level(SPELL_CHARM, CLASS_MAGIC_USER, 16);
spell_level(SPELL_ENCHANT_WEAPON, CLASS_MAGIC_USER, 26);
/* CLERICS */
spell_level(SPELL_CURE_LIGHT, CLASS_CLERIC, 1);
spell_level(SPELL_ARMOR, CLASS_CLERIC, 1);
spell_level(SPELL_CREATE_FOOD, CLASS_CLERIC, 2);
spell_level(SPELL_CREATE_WATER, CLASS_CLERIC, 2);
spell_level(SPELL_DETECT_POISON, CLASS_CLERIC, 3);
spell_level(SPELL_DETECT_ALIGN, CLASS_CLERIC, 4);
spell_level(SPELL_CURE_BLIND, CLASS_CLERIC, 4);
spell_level(SPELL_BLESS, CLASS_CLERIC, 5);
spell_level(SPELL_DETECT_INVIS, CLASS_CLERIC, 6);
spell_level(SPELL_BLINDNESS, CLASS_CLERIC, 6);
spell_level(SPELL_INFRAVISION, CLASS_CLERIC, 7);
spell_level(SPELL_PROT_FROM_EVIL, CLASS_CLERIC, 8);
spell_level(SPELL_GROUP_ARMOR, CLASS_CLERIC, 9);
spell_level(SPELL_CURE_CRITIC, CLASS_CLERIC, 9);
spell_level(SPELL_SUMMON, CLASS_CLERIC, 10);
spell_level(SPELL_REMOVE_POISON, CLASS_CLERIC, 10);
spell_level(SPELL_WORD_OF_RECALL, CLASS_CLERIC, 12);
spell_level(SPELL_EARTHQUAKE, CLASS_CLERIC, 12);
spell_level(SPELL_DISPEL_EVIL, CLASS_CLERIC, 14);
spell_level(SPELL_DISPEL_GOOD, CLASS_CLERIC, 14);
spell_level(SPELL_SANCTUARY, CLASS_CLERIC, 15);
spell_level(SPELL_CALL_LIGHTNING, CLASS_CLERIC, 15);
spell_level(SPELL_HEAL, CLASS_CLERIC, 16);
spell_level(SPELL_CONTROL_WEATHER, CLASS_CLERIC, 17);
spell_level(SPELL_HARM, CLASS_CLERIC, 19);
spell_level(SPELL_GROUP_HEAL, CLASS_CLERIC, 22);
spell_level(SPELL_REMOVE_CURSE, CLASS_CLERIC, 26);
/* THIEVES */
spell_level(SKILL_SNEAK, CLASS_THIEF, 1);
spell_level(SKILL_PICK_LOCK, CLASS_THIEF, 2);
spell_level(SKILL_BACKSTAB, CLASS_THIEF, 3);
spell_level(SKILL_STEAL, CLASS_THIEF, 4);
spell_level(SKILL_HIDE, CLASS_THIEF, 5);
spell_level(SKILL_TRACK, CLASS_THIEF, 6);
/* WARRIORS */
spell_level(SKILL_KICK, CLASS_WARRIOR, 1);
spell_level(SKILL_RESCUE, CLASS_WARRIOR, 3);
spell_level(SKILL_TRACK, CLASS_WARRIOR, 9);
spell_level(SKILL_BASH, CLASS_WARRIOR, 12);
}
/* Names of class/levels and exp required for each level */
const struct title_type titles[NUM_CLASSES][LVL_IMPL + 1] = {
{{"the Man", "the Woman", 0},
{"the Apprentice of Magic", "the Apprentice of Magic", 1},
{"the Spell Student", "the Spell Student", 2500},
{"the Scholar of Magic", "the Scholar of Magic", 5000},
{"the Delver in Spells", "the Delveress in Spells", 10000},
{"the Medium of Magic", "the Medium of Magic", 20000},
{"the Scribe of Magic", "the Scribess of Magic", 40000},
{"the Seer", "the Seeress", 60000},
{"the Sage", "the Sage", 90000},
{"the Illusionist", "the Illusionist", 135000},
{"the Abjurer", "the Abjuress", 250000},
{"the Invoker", "the Invoker", 375000},
{"the Enchanter", "the Enchantress", 750000},
{"the Conjurer", "the Conjuress", 1125000},
{"the Magician", "the Witch", 1500000},
{"the Creator", "the Creator", 1875000},
{"the Savant", "the Savant", 2250000},
{"the Magus", "the Craftess", 2625000},
{"the Wizard", "the Wizard", 3000000},
{"the Warlock", "the War Witch", 3375000},
{"the Sorcerer", "the Sorceress", 3750000},
{"the Necromancer", "the Necromancress", 4000000},
{"the Thaumaturge", "the Thaumaturgess", 4300000},
{"the Student of the Occult", "the Student of the Occult", 4600000},
{"the Disciple of the Uncanny", "the Disciple of the Uncanny", 4900000},
{"the Minor Elemental", "the Minor Elementress", 5200000},
{"the Greater Elemental", "the Greater Elementress", 5500000},
{"the Crafter of Magics", "the Crafter of Magics", 5950000},
{"the Shaman", "Shaman", 6400000},
{"the Keeper of Talismans", "the Keeper of Talismans", 6850000},
{"the Archmage", "Archwitch", 7400000},
{"the Immortal Warlock", "the Immortal Enchantress", 8000000},
{"the Avatar of Magic", "the Empress of Magic", 9000000},
{"the God of Magic", "the Goddess of Magic", 9500000},
{"the Implementor", "the Implementress", 10000000}
},
{{"the Man", "the Woman", 0},
{"the Believer", "the Believer", 1},
{"the Attendant", "the Attendant", 1500},
{"the Acolyte", "the Acolyte", 3000},
{"the Novice", "the Novice", 6000},
{"the Missionary", "the Missionary", 13000},
{"the Adept", "the Adept", 27500},
{"the Deacon", "the Deaconess", 55000},
{"the Vicar", "the Vicaress", 110000},
{"the Priest", "the Priestess", 225000},
{"the Minister", "the Lady Minister", 450000},
{"the Canon", "the Canon", 675000},
{"the Levite", "the Levitess", 900000},
{"the Curate", "the Curess", 1125000},
{"the Monk", "the Nunne", 1350000},
{"the Healer", "the Healess", 1575000},
{"the Chaplain", "the Chaplain", 1800000},
{"the Expositor", "the Expositress", 2100000},
{"the Bishop", "the Bishop", 2400000},
{"the Arch Bishop", "the Arch Lady of the Church", 2700000},
{"the Patriarch", "the Matriarch", 3000000},
{"the Patriarch (21)", "the Matriarch (21)", 3250000},
{"the Patriarch (22)", "the Matriarch (22)", 3500000},
{"the Patriarch (23)", "the Matriarch (23)", 3800000},
{"the Patriarch (24)", "the Matriarch (24)", 4100000},
{"the Patriarch (25)", "the Matriarch (25)", 4400000},
{"the Patriarch (26)", "the Matriarch (26)", 4800000},
{"the Patriarch (27)", "the Matriarch (27)", 5200000},
{"the Patriarch (28)", "the Matriarch (28)", 5600000},
{"the Patriarch (29)", "the Matriarch (29)", 6000000},
{"the Patriarch (30)", "the Matriarch (30)", 6400000},
{"the Immortal Cardinal", "the Immortal Priestess", 7000000},
{"the Inquisitor", "the Inquisitress", 9000000},
{"the God of good and evil", "the Goddess of good and evil", 9500000},
{"the Implementor", "the Implementress", 10000000}
},
{{"the Man", "the Woman", 0},
{"the Pilferer", "the Pilferess", 1},
{"the Footpad", "the Footpad", 1250},
{"the Filcher", "the Filcheress", 2500},
{"the Pick-Pocket", "the Pick-Pocket", 5000},
{"the Sneak", "the Sneak", 10000},
{"the Pincher", "the Pincheress", 20000},
{"the Cut-Purse", "the Cut-Purse", 30000},
{"the Snatcher", "the Snatcheress", 70000},
{"the Sharper", "the Sharpress", 110000},
{"the Rogue", "the Rogue", 160000},
{"the Robber", "the Robber", 220000},
{"the Magsman", "the Magswoman", 440000},
{"the Highwayman", "the Highwaywoman", 660000},
{"the Burglar", "the Burglaress", 880000},
{"the Thief", "the Thief", 1100000},
{"the Knifer", "the Knifer", 1500000},
{"the Quick-Blade", "the Quick-Blade", 2000000},
{"the Killer", "the Murderess", 2500000},
{"the Brigand", "the Brigand", 3000000},
{"the Cut-Throat", "the Cut-Throat", 3500000},
{"the Cut-Throat (21)", "the Cut-Throat", 3650000},
{"the Cut-Throat (22)", "the Cut-Throat", 3800000},
{"the Cut-Throat (23)", "the Cut-Throat", 4100000},
{"the Cut-Throat (24)", "the Cut-Throat", 4400000},
{"the Cut-Throat (25)", "the Cut-Throat", 4700000},
{"the Cut-Throat (26)", "the Cut-Throat", 5100000},
{"the Cut-Throat (27)", "the Cut-Throat", 5500000},
{"the Cut-Throat (28)", "the Cut-Throat", 5900000},
{"the Cut-Throat (29)", "the Cut-Throat", 6300000},
{"the Cut-Throat (30)", "the Cut-Throat", 6650000},
{"the Immortal Assasin", "the Immortal Assasin", 7000000},
{"the Demi God of thieves", "the Demi Goddess of thieves", 9000000},
{"the God of thieves and tradesmen", "the Goddess of thieves and tradesmen", 9500000},
{"the Implementor", "the Implementress", 10000000}
},
{{"the Man", "the Woman", 0},
{"the Swordpupil", "the Swordpupil", 1},
{"the Recruit", "the Recruit", 2000},
{"the Sentry", "the Sentress", 4000},
{"the Fighter", "the Fighter", 8000},
{"the Soldier", "the Soldier", 16000},
{"the Warrior", "the Warrior", 32000},
{"the Veteran", "the Veteran", 64000},
{"the Swordsman", "the Swordswoman", 125000},
{"the Fencer", "the Fenceress", 250000},
{"the Combatant", "the Combatess", 500000},
{"the Hero", "the Heroine", 750000},
{"the Myrmidon", "the Myrmidon", 1000000},
{"the Swashbuckler", "the Swashbuckleress", 1250000},
{"the Mercenary", "the Mercenaress", 1500000},
{"the Swordmaster", "the Swordmistress", 1850000},
{"the Lieutenant", "the Lieutenant", 2200000},
{"the Champion", "the Lady Champion", 2550000},
{"the Dragoon", "the Lady Dragoon", 2900000},
{"the Cavalier", "the Cavalier", 3250000},
{"the Knight", "the Lady Knight", 3600000},
{"the Knight (21)", "the Lady Knight (21)", 3900000},
{"the Knight (22)", "the Lady Knight (22)", 4200000},
{"the Knight (23)", "the Lady Knight (23)", 4500000},
{"the Knight (24)", "the Lady Knight (24)", 4800000},
{"the Knight (25)", "the Lady Knight (25)", 5150000},
{"the Knight (26)", "the Lady Knight (26)", 5500000},
{"the Knight (27)", "the Lady Knight (27)", 5950000},
{"the Knight (28)", "the Lady Knight (28)", 6400000},
{"the Knight (29)", "the Lady Knight (29)", 6850000},
{"the Knight (30)", "the Lady Knight (30)", 7400000},
{"the Immortal Warlord", "the Immortal Lady of War", 8000000},
{"the Extirpator", "the Queen of Destruction", 9000000},
{"the God of war", "the Goddess of war", 9500000},
{"the Implementor", "the Implementress", 10000000}
}
};