
# This file will allow you to customize your APWBorg along certain themes.
# The borg is fairly successful, having won the game several times.
# However, some players/observers of borgs would like to see it function
# differently.  Some would like to see the borg play more aggressively, or
# more conservatively.  While others would like to value armour class more.
# Still others would like to see it collect more speed items.

# With the expressions below, you can influence the borg's behavior and
# equipment selection choices.  The 'borg_worship_' variables will influence
# his equipment selection by adding additional bonuses to items which
# enhance that attribute.  For example:  if a borg recieves 2000 pts for
# a single point of armour class, an 'ac worshipping' borg would receive
# 3000 pts.  This bonus would significantly influence equipment choices.

# borg_worships_gold explained:
# The borg_worships_gold option will greatly impact how the borg treats items
# which he finds in the dungeon.  With this opion on, he will return to town
# whenever he fills up with items then sell those items.  This can cause
# the borg to lose some artifacts, since he will sell them even if not ID'd.
# Generally speaking the borg will not sell an item unless it is at least
# psuedo ID'd.  The benefit of this option is that the borg will significantly
# increase his income at the low clevels.  This will increase his survivablity
# by allowing him to invest in armour and arrows.  With this on,
# he will not recall to town to sell stuff but climb the stairs instead.
# He will also not recall into the dungeon until dlevel 8 (instead of 5).
# This option has no effect after clevel 20.  One other downside of this is
# that the borg will spend more time in town and may have to evade Vets more.

# To modify, simply set it to TRUE or FALSE.

# Worships

borg_worships_damage= FALSE
borg_worships_speed =FALSE
borg_worships_hp=FALSE
borg_worships_mana = FALSE
borg_worships_ac = FALSE
borg_worships_gold = FALSE


# use the POWER_ and REQ_ lines below.  If false the borg will
# use the calcs in the C code.  Which is recommended since I hone those
# more frequently than I do the dynamic calcs.  Most borg users will 
# have more successful borgs by leaving this option as FALSE.
# note: the dynamic calcs are slower than the internal calcs

borg_uses_dynamic_calcs = FALSE


# Risky

# A risky borg is one who is not confined by character level requirements
# in order to dive deeper.  It is also more likely to stay in a battle than
# to teleport out.  A risky borg will dive faster but is more likely to die.
# A risky borg is not concerned with killing uniques before diving deeper.
#
# A borg who scums for uniques will set the auto_scum flag in order to generate
# more exciting levels and hopefully encounter a unique
# 
# borgs who kill_uniques will wait for uniques to die before diving deeper
# into the dungeon.  Usually, he will not dive deeper then three uniques.  
# Example, Unique Monsters who normally reside on levels 12, 15, and 18 are 
# still alive so the borg will not dive deeper than level 18 until at least one
# of those uniques are dead.  Setting this to FALSE will allow the borg to dive
# deeper, faster, not being held up by the uniques.  But, he does run the risk
# of finding 3 or 4 uniques on one level.  That can be a bit scary.

borg_plays_risky = FALSE
borg_kills_uniques = FALSE

# Swap Items

# The borg is designed to use Swap Items in the inventory.  A swap item
# is an equipment item (like a sword or armour item) which posseses a
# desireable resistance or trait.  If the borg is in danger, then he will
# consider exchanging his current item for the swap item.  A prime example of
# this is at dungeon level 60.  He is required to have several resists in
# place.  If he does not have them then he will not dive deeper.  However,
# with Swaps enabled he will select an item to cover the open resist then
# dive down.  Having Swaps enabled allows the borg to dive deeper, faster.
# The draw back is the Swap Items take up two inventory slots.

borg_uses_swaps = TRUE



# Home Storage

# The borg has two routines to store items in the home.  One is very
# effective and will make the best possible choice for adding an item to the
# home.  Unfortunately, this function is very slow.  A much faster routine
# will do a fine job at storing items in the home but it is not as
# efficient.

borg_slow_optimizehome = FALSE


# Respawn

# If the borg is in continual play mode (as with the screen saver),
# he will respawn a randomly generated character at death.  This section
# allows the user to make certain bias for the type of character generated.
# You may select the race and or class and or minimal stats for the Borg.
# You may also select the minimal character level needed before the
# character dump is created in the game directory.

# With regards to race, the borg is programmed to accept the variety of
# user defined races which may be in the p_info.txt file.  So the values
# given in table below are for the default races.  But if you are bright
# enough to modify the p_info.txt file then you are bright enough to figure
# out that race 0 does not necessarily equal Human.  It's just the first
# race listed in your p_info.txt file.
#
# RACE:-1 Random Race          CLASS:  -1 Random Class
#       0 Human                         0 Warrior
#       1 Half Elf                      1 Mage
#       2 Elf                           2 Druid
#       3 Hobbit                        3 Priest
#       4 Gnome                         4 Necromancer
#       5 Dwarf                         5 Paladin
#       6 Half Orc                      6 Rogue
#       7 Half Troll                    7 Ranger
#       8 Dunadan                       8 Blackguard
#       9 High Elf
#	   10 Kobold
#
# With regards to the stats.  The minimal stats are rolled by the
# borg.  CON will be 16, the secondary stat (usually DEX) will be 17,
# The primary stat will be 17.  These are the maximal values which
# can be rolled (racial and class bonuses added after).
# If the borg can not reach the stats after 500,000 tries the game
# will just assign you a random stat.
#
# After killing Morgoth, generally, the borg will stop and allow you
# to inspect the victory.  If you set the respawn_winners then after
# killing Morgoth,the borg will generate a new character.  A map file
# is created so you can see what the final battle looked like.

borg_respawn_race = -1
borg_respawn_class = -1
borg_respawn_winners = FALSE


# Dumps

# This variable will determine the minimal character level at which the borg
# will create a character dump file.  That file contains some vital information
# concerning the status of the borg at the time of his demise.  It is placed
# in the user directory.
# The borg_save_death variable will tell the borg to save the game in the user
# directory so that it can be examined more closely.  The clevel of the borg
# must at least equal the borg_dump_level in order for the game to save.

borg_dump_level = 1
borg_save_death = 1

# Auto Stops

# The borg is able to stop when it reaches a certain dungeon depth or character
# level.  He will also stop when he wins the game.  If you want him to keep
# playing, even after Morgoth is dead, then change the borg_stop_king to FALSE.
# Set the other values to the level at which you want the borg to stop.  Set
# them out of bounds if you do not want him to stop.

borg_stop_dlevel = 128
borg_stop_clevel = 51
borg_no_deeper = 127
borg_stop_king = TRUE


# Chest Tolerance

# The borg is able to search, disarm, and open chests.  There is a inherant
# risk when dealing with chests.  The risk of setting off the trap vs the
# benefit of the loot within the chest.  The game uses a straight forward 
# formula for calculating the success of a chest.  It is:
# randint(100) < the skill of the player minus the dificulty of the chest.
# Difficulties run from 1 to 63.  I would recommend a tolerance of about 7
# for vanilla chests (since they suck) and about 15 for DrAngband.

borg_chest_fail_tolerance = 7


# Speed of the Borg

# You can slow the borg down several different ways.  One way is to set the
# base game delay factor in the options menu.  This will slow down the borg
# and the visual effects (like missiles shooting, explosions).  If using the
# screensaver, you will need to load angband.exe load the savefile, make the
# modifications, then save and exit.  Another way to slow the borg down is
# to add more term windows.  The more it has to do, the slower it will be.
# I recommend using Inventory, Equipment, Messages, Monster Recall, Borg
# Status windows. Then you can really see what the borg is up to.  Lastly,
# to slow the borg down use the following variable.  The formula is:
# base_game_delay_factor^2 + borg_delay_factor^2.

borg_delay_factor = 0


# Money Scumming

# This started as more of a joke but it does have a useful purpose.  If you 
# find yourself shopping in the BM and you really want that item and its just 
# out of your price range, then you can set a dollar amount into this variable 
# and the borg will run around town killing monsters and collecting items for 
# cash.  Once he has reached his monetary goal, it will unhook and stop moving.  
# The borg will wait on the level, to build up more towns people, kill them, 
# buy food when it needs to.  But it won't leave the level until the goal
# is reached.  To disengage the money scum, leave this variable at 0 (zero).
# This will also simulate the borg_worships_gold and allow the borg to sell 
# non-ID'd items which will be dropped in town.  The borg will flee from town 
# from Scary Guys.  So keep this in mind with borgs under clevel 6. The borg 
# will not scum unless he has a perma light source (phial, or some glowing 
# artifact). The borg will stop if the General Store runs out of food to buy.
# It is not recommended for borgs with Regeneration and no Slow 
# Digestion, since they will spend all their money on food.  But if you have a
# borg with Satisfy Hunger spell, they can stay in town forever.
# NOTE: if a human wants the borg to scum to a particular amount, turn the 
# borg_self_scum to FALSE or else he will buy his own gear with that money.

borg_money_scum_amount = 0


# Borg Scumming

# This is a companion to the Money Scum above.  The borg will scum town if
# a stat potion is in the BM.  If the borg finds an item in town that he would
# really like to have, then he will stay in town until he can gathered enough
# money to buy it.  The borg will behave like the borg_money_scum_amount above.
# If this is TRUE, then the borg is allowed to scum for items that he wants.
# To forbid this behavior (which can take a very long time) set it FALSE.
# NOTE: if a human wants the borg to scum to a particular amount, turn the 
# borg_self_scum to FALSE or else he will buy his own gear with that money.
# Also, the borg must be at least clevel 10, with a perma light, 
# a 65% chance to avoid the pick pocket, and lots of food.

borg_self_scum = TRUE


# Lunal Borg

# The borg will dive deep in the dungeon, even while he is still
# low level, bouncing between levels to take nearby down stairs.
# Once deep, he will gather items, then recall to town.  He will not recall
# back down into the dungeon, but walk all the way down again.  If you want
# a fast win, this is not the option for you.  If you want the borg to have
# maxed stats early on at the expense of game turns, then give this a try.
# The best way to use this is to have a borg that can cast Satisfy Hunger.
# This is a one way trip for the borg and he will be getting hungry.
# The borg should also have a perma light source (like the phial).  Again,
# one way trip.  He won't be stopping to restock his fuel source.  However,
# if he has food or fuel, he will use them when appropriate.  Having extra
# speed will help the borg too.  Often he will come down the stairs, and 
# find himself right next to a monster.  Sometimes, that monster can get
# the first hit on a borg, killing him instantly.  Even +3 speed would help
# to avoid this type of instadeath.
#
# Self Lunal Mode will allow the borg to use the stair scumming in order to
# dive deep in the dungeon for his own goals.  For example, if the borg has
# been down to depth 99, and now has no more potions of healing, he will
# only be prepared for depth 45.  He will remain shallow in the dungeon,
# from depth 1-10 waiting for the shops to cycle.  Then he will attempt to 
# buy a healing potion from the town shops.  If none is available, he will
# return to the shallow dungeon depths and wait for the shops to cycle.  He 
# will repeat this pattern until he gets a potion of healing.  If the borg 
# is allowed to self-lunal, then it will bounce the stairs down to a depth
# where it feels comfortable.  In the case above, it will do this until
# about depth 40.

borg_lunal_mode = FALSE
borg_self_lunal = FALSE


# Borg Verbose

# Verbose is default off.  It makes the borg give more reports on his actions
# and thoughts.  He still gives reports when verbose is FALSE, but when TRUE, 
# he really chats up a storm.

borg_verbose = FALSE



# Munchkin Start

# Munchink start will have the borg stair-scum at depth 5-6, looking for items
# which he will then sell in town.  He will continue this process until about
# clevel 6 or 7.  The advantage is a sizable boost to his early income and
# he can find some wands early on to assist with monster killing.

borg_munchkin_start = FALSE
borg_munchkin_level = 12
borg_munchkin_depth = 16

# Enchant Limit

# The borg knows how to enchant his equipment using scrolls and spells.
# For ammo, he will stop enchanting about +10 or so.  If he has access 
# to the *enchant* spell, he can go up to +15.  But the borg will spend
# a lot of time casting and resting in order to get his item up to +15.
# The borg has plenty of time, to waste doing this.  If you want a fast
# win, then choose a lower number like +11.

borg_enchant_limit = 12


# WARNING: If you mess with the objects.txt or the monster.txt and change 
# the locations of things, then you must make those changes in borg.txt
# as well as in this borg code.  The borg is very concerned about item 
# index locations.  ie: borgs_has[242] is looking for a Potion of Healing.
# The borg is concerned over several items, broken swords, and several 
# monster locations (Tarresque, Sauron, Morgoth).



# CHANGE THIS AT YOUR OWN RISK.  Changes here can cause VERY STUPID borg
# behaviour.  If you do change them and your borg acts goofy, do not email me
# complaining that your borg keeps dying.  Change these values if you know
# exactly what you are doing.  It is strongly recommended that you keep a
# backup copy of a borg.txt.

# requirements 

# format of line 
# REQ_CLASSaaa_DEPTHbbb_(special value)

# NOTE:  CLASS999 = all classes
# NOTE:  CLASS000 = Warrior
# NOTE:  CLASS001 = Mage
# NOTE:  CLASS002 = Priests
# NOTE:  CLASS003 = Rogue
# NOTE:  CLASS004 = Ranger
# NOTE:  CLASS005 = Paladin
# NOTE:  it is possible to do stupid/impossible things, like require the borg 
#        to have 3 Ringils or carry 999 potions of healing to get to level 1.
#        there are no checks against such stupidity.
# special values are:
# _ITEMxxx = xxx is the index in k_info- Item in inventory
# _WITEMxxx = xxx is the index in k_info- Item being worn
# _ARTIFACTxxx = xxx is the index in a_info- Artifact being worn
# _FORMULAxxx = formula found on seperate line
# the rest do not require numbers.
# Too add this to this list, add to array in borg1.c, add to enum in borg1.h 
# (those must always match) then make sure the value is set in borg4.c borg_notice()
# -personal attributes 
# _STR  (0-39.  3 = 0, 15 = 18/00-18/09, 39 = 18/220)
# _INT
# _WIS
# _DEX
# _CON
# _CHR
# _CSTR (3-238+, 18/09 = 27)
# _CINT
# _CWIS
# _CDEX
# _CCON
# _CCHR
# Sustain Stat:
# _SSTR
# _SINT 
# _SWIS 
# _SDEX 
# _SCON 
# _SCHR 
# 
# _LIGHT = Has Lite
# _CURHP   = Current HP
# _MAXHP = Max HP
# _OLDCHP = HP last round
# _CURSP  = Current Mana
# _MAXSP = max Mana
# _ADJSP = mana adj due to Int/Wis
# _OLDCSP = SP last round
# _SFAIL1 = fail rate from array1
# _SFAIL2 = min fail rate
# _CLEVEL = cur char level
# _MAXCLEVEL = Max char level
# _ESP    = has telepathy
# _CURLITE = Lite Radius
# _RECALL = number of 'Recall's
# _FOOD   = number of foods
# _SPEED  = base speed (110 = normal speed)
# _SDIG   = Slow Digest
# _FEATH  = feather fall
# _REG    = regen
# _SINV   = See invis
# _INFRA  = Infravision
# _DIS    = Base Disarm
# _DEV    = Base device use
# _SAV    = Base Saving throw
# _STL    = Stealth
# _SRCH   = Search
# _SERCHFREQ = Search Frequency
# _THN    = To hit (normal)
# _THB    = To hit (shooting)
# _THT    = To hit (throwing)
# _DIG    = Digging
# Ignores/Immune
# _IFIRE  
# _IACID 
# _ICOLD 
# _IELEC 
# Resists
# _RFIRE 
# _RCOLD 
# _RELEC 
# _RACID 
# _RPOIS 
# _RFEAR 
# _RLITE 
# _RDARK 
# _RBLIND 
# _RCONF 
# _RSND 
# _RSHRD 
# _RNXUS 
# _RNTHR 
# _RKAOS 
# _RDIS 
# _HLIFE = Hold Life
# _FRACT = Free Action
# same as without S but includes swap
# _SRFIRE    
# _SRCOLD 
# _SRELEC 
# _SRACID 
# _SRPOIS 
# _SRFEAR 
# _SRLITE 
# _SRDARK 
# _SRBLIND 
# _SRCONF 
# _SRSND 
# _SRSHRD 
# _SRNXUS 
# _SRNTHR 
# _SRKAOS 
# _SRDIS 
# _SHLIFE 
# _SFRACT 
# _DEPTH    = current depth being tested or Max Depth (for power)
# _CDEPTH   = current depth borg is on
#             when the borg is testing, he might see if he is ready for depth 10 while he is on
#             depth 9
# _MAXDEPTH = recall depth
# _KING     = ***WINNER***
# Player Status
# _ISWEAK
# _ISHUNGRY
# _ISFULL
# _ISGORGED
# _ISBLIND
# _ISAFRAID
# _ISCONFUSED
# _ISPOISONED
# _ISCUT
# _ISSTUN
# _ISHEAVYSTUN
# _ISIMAGE
# _ISSTUDY
# _ISSEARCHING
# _ISFIXLEV
# _ISFIXEXP
# _ISFIXSTR
# _ISFIXINT
# _ISFIXWIS
# _ISFIXDEX
# _ISFIXCON
# _ISFIXCHR
# _ISFIXALL

# _ARMOR    = base AC
# _TOHIT    = base to hit, does not include weapon 
# _TODAM    = base to damage, does not include weapon 
# _WTOHIT   = weapon to hit 
# _WTODAM   = weapon to damage 
# _BTOHIT   = bow to hit 
# _BTODAM   = bow to damage 
# _BLOWS    = # attacks with current weapon
# _SHOTS    = # shots with current bow
# _WMAXDAM  =  max damage per round with weapon (normal blow) 
#              Assumes you can enchant to +8 if you are level 25+ 
# _WBASEDAM =  base damage per round with weapon (normal blow) 
#              Assumes you no bonuses for to hit
# _BMAXDAM  =  max damage per round with bow (normal hit) 
#              Assumes you can enchant to +8 if you are level 25+ 
# _HEAVYWEPON = Weapon is 'heavy' 
# _HEAVYBOW   = bow is 'heavy'
# _CRSTELE   = random teleport
# _CRSAGRV   = Aggrevate
# weapon attributes 
# WS = slays
# _WSANIMAL
# _WSEVIL 
# _WSUNDEAD 
# _WSDEMON 
# _WSORC 
# _WSTROLL 
# _WSGIANT 
# _WSDRAGON 
# WK = Weapon Kills
# _WKDRAGON    
# _WKDEMON    
# _WKUNDEAD    
# _WIMPACT 
# WB = Weapon Branded With 
# _WBACID       
# _WBELEC 
# _WBFIRE 
# _WBCOLD 
# _WBPOIS
# inventory amounts 
# _ATELEPORT 
# _AESCAPE 
# _FUEL 
# _HEAL 
# _EZHEAL 
# _ID 
# _ASPEED 
# STF = Staff
# _ASTFMAGI   Amount Staff Charges 
# _ASTFDEST   
# _AMISSILES    only ones for your current bow count 
# _ACUREPOIS 
# _ADETTRAP 
# _ADETDOOR 
# _ADETEVIL 
# _AMAGICMAP 
# _ALITE
# _ARECHARGE 
# _APFE        = Protection from Evil 
# _AGLYPH      = Rune Protection 
# _ACCW        = CCW potions
# _ACSW        = CSW potions (+ CLW if cut)
# _ARESHEAT    = Resist Heat potion
# _ARESCOLD    = Resist Cold potion
# _ATELEPORTLVL = Scroll of Teleport Level
# _HWORD	= Holy Word spell is legal
# _DINV         = See Inv spell is legal

# Formulas are in (ew) reverse polish notation.  
# Here is a copy of the formulas as defaults.
# If you alter yours and mess them up, look here
# to return them to the normal value.
#FORMULA000=_CLEVEL 30 >= _ACCW _ACSW + 2 >= ||
#FORMULA001=_CLEVEL 30 >= _ACCW _ACSW + 3 >= ||
#FORMULA002=_ATELEPORT _AESCAPE + 2 >= 
#FORMULA003=_CLEVEL _DEPTH 4 - >= _CLEVEL 19 >= ||
#FORMULA004=_CLEVEL _DEPTH 5 + >= _CLEVEL 19 >= ||
#FORMULA005=_CLEVEL _DEPTH  >= _CLEVEL 19 >= ||
#FORMULA006=_CLEVEL 30 >= _ACCW 5 >= ||
#FORMULA007=_ESP _SINV || _DINV || 
#FORMULA008=_RCOLD _RELEC + _RACID + 1 >=
#FORMULA009=_CLEVEL _DEPTH 5 + >= _CLEVEL 38 > ||
#FORMULA010=_CLEVEL _DEPTH 8 + >= _CLEVEL 38 > ||
#FORMULA011=_CLEVEL 38 - 2 * 30 + _DEPTH >= _CLEVEL 45 > ||
#FORMULA012=_CLEVEL _DEPTH 10 - >= _CLEVEL 43 > ||
#FORMULA013=_CLEVEL _DEPTH 13 - >= _CLEVEL 46 > ||
#FORMULA014=_CLEVEL _DEPTH 8 - >= _CLEVEL 41 > ||
#FORMULA015=_CLEVEL _DEPTH 7 - >= _CLEVEL 40 > ||
#FORMULA016=_ATELEPORT _AESCAPE + 6 >= 
#FORMULA017=_CLEVEL 30 >= _ACCW _ACSW + 10 >= ||
#FORMULA018=_SHLIFE _CLEVEL 50 = || 
#FORMULA019=_HEAL _EZHEAL || 
#FORMULA020=_HEAL 1 > _EZHEAL ||
#FORMULA021=_WMAXDAM 20 * _BLOWS 1 + *
#           see also formulas 81+
#FORMULA022=_WBASEDAM _BLOWS * 1 * _WSANIMAL *
#FORMULA023=_WBASEDAM _BLOWS * 140 * _WSEVIL * 
#FORMULA024=_WBASEDAM _BLOWS * 150 * _WSUNDEAD * _WKUNDEAD ! *
#FORMULA025=_WBASEDAM _BLOWS * 90 * _WSDEMON * _WKDEMON ! *
#FORMULA026=_WBASEDAM _BLOWS * 20 * _WSORC * 
#FORMULA027=_WBASEDAM _BLOWS * 45 * _WSTROLL * 
#FORMULA028=_WBASEDAM _BLOWS * 180 * _WSDRAGON * _WKDRAGON ! *
#FORMULA029=_WBASEDAM _BLOWS * 120 * _WSGIANT * 
#FORMULA030=_WBASEDAM _BLOWS * 130 * _WBACID * 
#FORMULA031=_WBASEDAM _BLOWS * 150 * _WBELEC * 
#FORMULA032=_WBASEDAM _BLOWS * 90 * _WBFIRE * 
#FORMULA033=_WBASEDAM _BLOWS * 90 * _WBCOLD * 
#FORMULA034=_WBASEDAM _BLOWS * 250 * _WKDRAGON * 
#      See formulas 81+
#CND035=_STR 9 <
#FORMULA036=_SPEED 110 < _SPEED 114 > || _SPEED 110 - * 2500 *
#CND037=_MAXHP 500 >
#FORMULA038=_MAXHP 500 - 100 *
#CND039=_CLEVEL 25 <
#CND040=_ESP !
#FORMULA041=_CLEVEL 50 == _HLIFE && 200 * _CLEVEL 50 != _HLIFE && 2000 * +
#FORMULA042=_RCOLD _RFIRE && _RACID && _RELEC && 10000 *
#FORMULA043=_SSTR _SINT && _SWIS && _SCON && _SDEX && 1000 *
#FORMULA044=_SINV _ESP || 100000 *
#CND045=_CLEVEL 50 !=
#CND046=_ARMOR 15 <
#CND047=_ARMOR 15 >= _ARMOR 75 < &&
#CND048=_ARMOR 75 >= 
#FORMULA049=_RCOLD _RFIRE && _RACID && _RELEC && 100000 *
#CND050=_CDEPTH 90 >
#CND051=_REG 1 >= 
#CND052=_ITEM419 0 ==
#CND056=_CLEVEL 1 ==
#CND057=_MAXSP 100 >
#CND058=_STR 15 >
#CND059 _IFIRE !
#CND060 _ICOLD !
#FORMULA061= _AHWORD 1000 >=
#CND062=_RCONF ! _CLEVEL 35 < ||
#CND063=_RCONF !
#FORMULA064=_ADJSP 35000 *
#CND065=_RBLIND !
#FORMULA066=_ADJSP 35000 *
#CND067=_RPOIS !
#FORMULA068=_WBASEDAM _BLOWS * 90 * _WBPOIS * 
#
#FORMULA071=_ITEM324 _ITEM327 + 3 < _ITEM324 _ITEM327 + * 500 *
#FORMULA072=_ITEM324 _ITEM327 + 3 >= 3 * 500 *
#FORMULA073=_CDEPTH ! _CURHP 60 >= ||
#FORMULA074=_CDEPTH ! _CURHP 80 >= ||
#FORMULA075=_CDEPTH ! _CLEVEL 6 >= ||
#FORMULA076=_CDEPTH ! _CLEVEL 15 >= ||
#FORMULA077=_CDEPTH ! _CLEVEL 10 >= ||

#CND080=_STR 7 >
#
#Also see formulas 22-34
#FORMULA081=_WBASEDAM _BLOWS * 40 * _WSORC * _WSEVIL ! *
#FORMULA082=_WBASEDAM _BLOWS * 45 * _WSTROLL * _WSEVIL ! *
#FORMULA083=_WBASEDAM _BLOWS * 20 * _WSANIMAL * _WBELEC ! *
#FORMULA085=_WBASEDAM _BLOWS * 175 * _WKUNDEAD * 
#FORMULA086=_WBASEDAM _BLOWS * 150 * _WKDEMON * 
#CND087= _CLEVEL 10 <=
#FORMULA088= _FUEL 5 >= _LIGHT 1 >= || 
#
#(heal + ez_heal > 30) && (ez_heal > 20)
#FORMULA111=_ITEM242 _EZHEAL + 30 > _EZHEAL 20 >= &&

# things marked depth 99 and greater are ignored if Morgoth is dead
REQ_CLASS999_DEPTH001_CURLITE=1 
REQ_CLASS999_DEPTH001_FOOD=5 
REQ_CLASS999_DEPTH002_FORMULA088
REQ_CLASS999_DEPTH002_RECALL=1 
REQ_CLASS999_DEPTH002_CURHP=30 
REQ_CLASS000_DEPTH003_CURHP=50
REQ_CLASS000_DEPTH003_CLEVEL=4
REQ_CLASS001_DEPTH003_CURHP=60
REQ_CLASS001_DEPTH003_CLEVEL=11
REQ_CLASS002_DEPTH003_CURHP=50
REQ_CLASS002_DEPTH003_CLEVEL=9
REQ_CLASS003_DEPTH003_CURHP=50
REQ_CLASS003_DEPTH003_CLEVEL=8
REQ_CLASS004_DEPTH003_CURHP=50
REQ_CLASS004_DEPTH003_CLEVEL=4
REQ_CLASS005_DEPTH003_CURHP=50
REQ_CLASS005_DEPTH003_CLEVEL=4
REQ_CLASS999_DEPTH003_FORMULA000

# this isn't quite what the original code did but no matter, it is commmented
# out in the original code.
# REQ_CLASS999_DEPTH003_ID=2
REQ_CLASS000_DEPTH005_FORMULA073
REQ_CLASS000_DEPTH005_FORMULA075
REQ_CLASS001_DEPTH005_FORMULA074
REQ_CLASS001_DEPTH005_FORMULA076
REQ_CLASS002_DEPTH005_FORMULA073
REQ_CLASS002_DEPTH005_FORMULA076
REQ_CLASS003_DEPTH005_FORMULA073
REQ_CLASS003_DEPTH005_FORMULA077
REQ_CLASS004_DEPTH005_FORMULA073
REQ_CLASS004_DEPTH005_FORMULA075
REQ_CLASS005_DEPTH005_FORMULA073
REQ_CLASS005_DEPTH005_FORMULA075

# this isn't quite what the original code did but no matter, it is commmented
# out in the original code.
# REQ_CLASS999_DEPTH005_ID=5
REQ_CLASS999_DEPTH005_RECALL=2
REQ_CLASS999_DEPTH010_CURLITE=2
REQ_CLASS999_DEPTH010_FORMULA001
REQ_CLASS999_DEPTH010_FORMULA002
REQ_CLASS000_DEPTH011_FORMULA003
REQ_CLASS001_DEPTH011_FORMULA004
REQ_CLASS002_DEPTH011_FORMULA005
REQ_CLASS003_DEPTH011_FORMULA005
REQ_CLASS004_DEPTH011_FORMULA005
REQ_CLASS005_DEPTH011_FORMULA005
# REQ_CLASS999_DEPTH010_ID=10
REQ_CLASS999_DEPTH010_FORMULA007

REQ_CLASS999_DEPTH020_FORMULA006
REQ_CLASS999_DEPTH020_FRACT=1

REQ_CLASS999_DEPTH021_SRFIRE=1
REQ_CLASS999_DEPTH021_FORMULA008
REQ_CLASS999_DEPTH021_CSTR=7
REQ_CLASS999_DEPTH021_CDEX=7
REQ_CLASS999_DEPTH021_CCON=7
REQ_CLASS001_DEPTH021_CINT=7
REQ_CLASS003_DEPTH021_CINT=7
REQ_CLASS004_DEPTH021_CINT=7
REQ_CLASS002_DEPTH021_CWIS=7
REQ_CLASS005_DEPTH021_CWIS=7
REQ_CLASS000_DEPTH021_FORMULA009
REQ_CLASS001_DEPTH021_FORMULA010
REQ_CLASS001_DEPTH033_FORMULA011
REQ_CLASS003_DEPTH021_FORMULA012
REQ_CLASS002_DEPTH021_FORMULA013
REQ_CLASS004_DEPTH021_FORMULA014
REQ_CLASS005_DEPTH021_FORMULA015
REQ_CLASS999_DEPTH026_FORMULA016
REQ_CLASS999_DEPTH026_FORMULA017
REQ_CLASS999_DEPTH030_ATELEPORT=1
REQ_CLASS999_DEPTH030_SRCOLD=1
REQ_CLASS999_DEPTH030_SRACID=1
REQ_CLASS999_DEPTH030_SRELEC=1
REQ_CLASS999_DEPTH034_CLEVEL=40
REQ_CLASS999_DEPTH035_SRPOIS=1
REQ_CLASS999_DEPTH040_CSTR=16
REQ_CLASS999_DEPTH040_CDEX=16
REQ_CLASS999_DEPTH040_CCON=16
REQ_CLASS001_DEPTH040_CINT=16
REQ_CLASS003_DEPTH040_CINT=16
REQ_CLASS004_DEPTH040_CINT=16
REQ_CLASS002_DEPTH040_CWIS=16
REQ_CLASS005_DEPTH040_CWIS=16
REQ_CLASS999_DEPTH046_SPEED=115
REQ_CLASS999_DEPTH046_RCONF=1
REQ_CLASS999_DEPTH046_CURHP=500
REQ_CLASS999_DEPTH046_CSTR=58
REQ_CLASS999_DEPTH046_CDEX=68
REQ_CLASS001_DEPTH046_CINT=118
REQ_CLASS003_DEPTH046_CINT=115
REQ_CLASS004_DEPTH046_CINT=115
REQ_CLASS002_DEPTH046_CWIS=118
REQ_CLASS005_DEPTH046_CWIS=115
REQ_CLASS999_DEPTH046_FORMULA018
REQ_CLASS999_DEPTH046_FORMULA019
REQ_CLASS999_DEPTH056_FORMULA020
REQ_CLASS999_DEPTH056_SRBLIND=1
#REQ_CLASS999_DEPTH056_SRNTHR=1
REQ_CLASS999_DEPTH056_ESP=1
REQ_CLASS999_DEPTH060_SPEED=120
REQ_CLASS999_DEPTH060_SRKAOS=1
REQ_CLASS999_DEPTH060_SRDIS=1
REQ_CLASS999_DEPTH081_SPEED=130
# p of restore Mana
REQ_CLASS001_DEPTH100_ITEM266=10
REQ_CLASS002_DEPTH100_ITEM266=10
REQ_CLASS003_DEPTH100_ITEM266=10
REQ_CLASS004_DEPTH100_ITEM266=10
REQ_CLASS005_DEPTH100_ITEM266=10
# p of Healing
REQ_CLASS999_DEPTH100_FORMULA111
# (heal + ez_heal > 30) && (ez_heal > 20)
FORMULA111=_ITEM242 _EZHEAL + 30 > _EZHEAL 20 >= &&
REQ_CLASS999_DEPTH100_EZHEAL=15
# p of speed
REQ_CLASS999_DEPTH100_ASPEED=10
#REQ_CLASS999_DEPTH101_KING=1

# Formulas are in (ew) reverse polish notation.  
# Sorry, it was easiest to process.
# I will comment translations above the formulas for 
# people who are not reverse polish.
# ((max_level >= 30) || ((ccw+csw) >= 2))
FORMULA000=_CLEVEL 30 >= _ACCW _ACSW + 2 >= ||
# ((max_level >= 30) || ((ccw+csw) >= 3))
FORMULA001=_CLEVEL 30 >= _ACCW _ACSW + 3 >= ||
# amt_teleport + amt_escape >= 2
FORMULA002=_ATELEPORT _AESCAPE + 2 >= 
# max_level >= depth - 4 || clevel >= 19
FORMULA003=_CLEVEL _DEPTH 4 - >= _CLEVEL 19 >= ||
# max_level >= depth + 5 || clevel >= 19
FORMULA004=_CLEVEL _DEPTH 5 + >= _CLEVEL 19 >= ||
# max_level >= depth || clevel >= 19
FORMULA005=_CLEVEL _DEPTH  >= _CLEVEL 19 >= ||
# ((max_level >= 30) || (CCW >= 5))
FORMULA006=_CLEVEL 30 >= _ACCW 5 >= ||
# see invis or telepathy
FORMULA007=_ESP _SINV || _DINV ||
# one resist (other than fire)
FORMULA008=_RCOLD _RELEC + _RACID + 1 >=
# max_level >= depth + 5 || max_level > 38
FORMULA009=_CLEVEL _DEPTH 5 + >= _CLEVEL 38 > ||
# max_level >= depth + 8 || max_level > 38
FORMULA010=_CLEVEL _DEPTH 8 + >= _CLEVEL 38 > ||
# (max_level-38)*2+30 <= dlevel (or clevel > 45)
FORMULA011=_CLEVEL 38 - 2 * 30 + _DEPTH >= _CLEVEL 45 > ||
# max_level >= depth - 10 || max_level > 43
FORMULA012=_CLEVEL _DEPTH 10 - >= _CLEVEL 43 > ||
# max_level >= depth - 13 || max_level > 46
FORMULA013=_CLEVEL _DEPTH 13 - >= _CLEVEL 46 > ||
# max_level >= depth - 8 || max_level >= 41
FORMULA014=_CLEVEL _DEPTH 8 - >= _CLEVEL 41 > ||
# max_level >= depth - 7 || max_level >= 40
FORMULA015=_CLEVEL _DEPTH 7 - >= _CLEVEL 40 > ||

# amt_teleport + amt_escape >= 6
FORMULA016=_ATELEPORT _AESCAPE + 6 >= 

# ((max_level >= 30) || ((ccw+csw) >= 10))
FORMULA017=_CLEVEL 30 >= _ACCW _ACSW + 10 >= ||

# if below level 50, must have hold life
FORMULA018=_SHLIFE _CLEVEL 50 = || 

# have some heal or ez heal
FORMULA019=_HEAL _EZHEAL || 

# have 2 heal or 1 ez heal
FORMULA020=_HEAL 1 > _EZHEAL ||

# Priests have Holy Word
CND061= _AHWORD 1000 >=

# HP must be more than x unless we are checking from town (_CDEPTH 0)
FORMULA073=_CDEPTH ! _CURHP 60 >= ||
FORMULA074=_CDEPTH ! _CURHP 80 >= ||
# player level must be more than x0 unless we are checking from town (_CDEPTH 0)
FORMULA075=_CDEPTH ! _CLEVEL 6 >= ||
FORMULA076=_CDEPTH ! _CLEVEL 15 >= ||
FORMULA077=_CDEPTH ! _CLEVEL 10 >= ||

#BI_FUEL >= 5 || BI_LIGHT >= 1
FORMULA088= _FUEL 5 >= _LIGHT 1 >= ||

# Power calculations

# CHANGE THIS AT YOUR OWN RISK.  Changes here can cause VERY STUPID borg
# behavior.

# Stuff left in code:  1) heavy armor gives a sliding loss of power
#                      2) bad gloves on a mage, -275K
#                      3) bad weapon on a priest, -75K
#                      4) special bonus for one item with RNeth RDisn RChaos = 25K
#                      5) special bonus for one item with RNeth RDisn = 15K
#                      6) CSW reward (complex)
#                      7) low level spell books (complex... need to know what you can cast)
#                      8) state specific things.  This includes, enchant weapon scrolls when
#                         weapon needs enchanting, restore stat potions, cures when injured in town,
#                         and extra food when hungry
#                      9) weight/encumbrance penalty (too complex)
#                     10) reward for empty slots (to avoid carrying worthless junk) 4K/slot
#

# POWER_CLASSxxx_DEPTHxxx_CNDxxx_RANGExxxTOxxx_(special value)=xxx EACH

# NOTE:  CND is optional.  It refers to a _FORMULA line later.  The formula will be 
#        evalulated and, if it is 0, the power calc is skipped
# NOTE:  EACH is optional. 
# NOTE:  with range, only amounts in that range will count.
#        so if range is RANGE006TO007 and you have 12, you get
#        2 * the 'power' with 'each' or nothing if not each
#        Range is ignored for formulas (gives an error)
# NOTE:  _RANGE000TO999 is a special case. it means 'no range used'

# things marked depth 99 and greater are ignored if Morgoth is dead

# 20 per damage point * (blows + 1)
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA021
FORMULA021=_WMAXDAM 20 * _BLOWS 1 + *
POWER_CLASS999_DEPTH000_RANGE000TO999_TOHIT= 750 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_WTOHIT= 750 EACH
# slays and such... yikes!
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA022
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA083
#Brands rewarded if Kill Brand not there.
#SAnimal is rewarded only if weapon is not electric brand.
FORMULA022=_WBASEDAM _BLOWS * 1 * _WSANIMAL *
FORMULA083=_WBASEDAM _BLOWS * 20 * _WSANIMAL * _WBELEC ! *
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA023
FORMULA023=_WBASEDAM _BLOWS * 140 * _WSEVIL *
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA024
FORMULA024=_WBASEDAM _BLOWS * 150 * _WSUNDEAD * _WKUNDEAD ! *
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA025
FORMULA025=_WBASEDAM _BLOWS * 90 * _WSDEMON * _WKDEMON ! *
#SOrc is rewarded more if slay evil is not possesed
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA026
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA081
FORMULA026=_WBASEDAM _BLOWS * 20 * _WSORC * 
FORMULA081=_WBASEDAM _BLOWS * 20 * _WSORC * _WSEVIL ! *
#STroll is rewarded more if slay evil is not possesed
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA027
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA082
FORMULA027=_WBASEDAM _BLOWS * 45 * _WSTROLL * 
FORMULA082=_WBASEDAM _BLOWS * 45 * _WSTROLL * _WSEVIL ! *
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA028
FORMULA028=_WBASEDAM _BLOWS * 180 * _WSDRAGON * _WKDRAGON ! *
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA029
FORMULA029=_WBASEDAM _BLOWS * 120 * _WSGIANT * 
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA030
FORMULA030=_WBASEDAM _BLOWS * 130 * _WBACID * 
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA031
FORMULA031=_WBASEDAM _BLOWS * 150 * _WBELEC * 
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA032
FORMULA032=_WBASEDAM _BLOWS * 90 * _WBFIRE * 
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA033
FORMULA033=_WBASEDAM _BLOWS * 90 * _WBCOLD * 
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA033
FORMULA068=_WBASEDAM _BLOWS * 90 * _WBPOIS * 
#Kills brands
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA034
FORMULA034=_WBASEDAM _BLOWS * 250 * _WKDRAGON * 
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA085
FORMULA085=_WBASEDAM _BLOWS * 175 * _WKUNDEAD * 
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA086
FORMULA086=_WBASEDAM _BLOWS * 150 * _WKDEMON * 

POWER_CLASS999_DEPTH000_RANGE000TO999_WIMPACT=5000
POWER_CLASS999_DEPTH000_CND080_RANGE000TO999_HEAVYWEPON=-8000
CND080=_STR 7 >
POWER_CLASS999_DEPTH000_RANGE000TO999_HEAVYBOW=-500000

# Borg worships num_blow, even on broken swords.
# kind 47 is a broken sword usually 1d2 in damage 
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM030=-90000
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM047=-90000
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM390=-90000

# slings force you to carry heavy ammo.  Penalty for that unles you have lots of str
POWER_CLASS999_DEPTH000_CND035_RANGE000TO999_WITEM077= -5000
CND035=_STR 9 <

#We want the borg to use whips and daggers at first
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_BLOWS= 45000 EACH
CND087= _CLEVEL 10 <=

# bow damage
POWER_CLASS999_DEPTH000_RANGE000TO999_BMAXDAM= 9 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_TOHIT= 250 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_BTOHIT= 250 EACH
#We want low level dudes to really like ranged weaps
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_BMAXDAM= 300 EACH
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_TOHIT= 300 EACH
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_BTOHIT= 300 EACH
#We want low level dudes to buy a sling asap
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_WITEM073= 3000 
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_WITEM074= 3000 
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_WITEM075= 3000 
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_WITEM076= 3000 
POWER_CLASS999_DEPTH000_CND087_RANGE000TO999_WITEM077= 3000 


# Rangers perfer bows
POWER_CLASS004_DEPTH000_RANGE000TO999_WITEM073= 30000
POWER_CLASS004_DEPTH000_RANGE000TO999_WITEM074= 30000

# Dragon armor liked for the activation.  (AJG: I adjusted this slightly)
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM400=1100
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM401=1100
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM402=1100
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM403=1100
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM404=2750
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM405=3250
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM406=5550
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM407=5650
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM408=5750
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM409=5850
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM410=5950
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM411=5975
POWER_CLASS999_DEPTH000_RANGE000TO999_WITEM412=5999

# Light bonuses
POWER_CLASS999_DEPTH000_RANGE000TO000_CURLITE=-3000
POWER_CLASS999_DEPTH000_RANGE001TO003_CURLITE=500000 EACH
POWER_CLASS999_DEPTH000_RANGE003TO099_CURLITE=580000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT001=8000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT002=10000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT003=12000

# Speed formulas are slightly complex.  Note negative for poor speed
# 110 is the base speed
# (Speed - 110) * 2500
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA036
FORMULA036=_SPEED 110 < _SPEED 114 > || _SPEED 110 - * 2500 *
POWER_CLASS999_DEPTH000_RANGE111TO999_SPEED= 1000 EACH
POWER_CLASS999_DEPTH000_RANGE110TO114_SPEED= 55000
POWER_CLASS999_DEPTH000_RANGE115TO119_SPEED= 75000
POWER_CLASS999_DEPTH000_RANGE120TO124_SPEED= 100000
POWER_CLASS999_DEPTH000_RANGE125TO129_SPEED= 125000
POWER_CLASS999_DEPTH000_RANGE130TO134_SPEED= 140000
POWER_CLASS999_DEPTH000_RANGE135TO139_SPEED= 155000
POWER_CLASS999_DEPTH000_RANGE140TO144_SPEED= 165000
POWER_CLASS999_DEPTH000_RANGE145TO149_SPEED= 170000
POWER_CLASS999_DEPTH000_RANGE150TO999_SPEED= 175000

# stat bonuses
POWER_CLASS999_DEPTH000_RANGE000TO999_STR= 100 EACH
# note: division of bonus based on class
POWER_CLASS001_DEPTH000_RANGE000TO999_INT= 200 EACH
POWER_CLASS002_DEPTH000_RANGE000TO999_WIS= 200 EACH
POWER_CLASS003_DEPTH000_RANGE000TO999_INT= 200 EACH
POWER_CLASS004_DEPTH000_RANGE000TO999_INT= 200 EACH
POWER_CLASS005_DEPTH000_RANGE000TO999_WIS= 200 EACH
# we can't directly give a bonus for mana or your bonus 
# would adjust as you cast spells.  Instead we give a 
# bonus for 'mana adjustment' based on stats 
POWER_CLASS001_DEPTH000_RANGE000TO999_ADJSP= 255 EACH
POWER_CLASS002_DEPTH000_RANGE000TO999_ADJSP= 250 EACH
POWER_CLASS003_DEPTH000_RANGE000TO999_ADJSP= 155 EACH
POWER_CLASS004_DEPTH000_RANGE000TO999_ADJSP= 155 EACH
POWER_CLASS005_DEPTH000_RANGE000TO999_ADJSP= 150 EACH
# The fail rate is based on the table adj_mag_stat[]
POWER_CLASS001_DEPTH000_RANGE000TO999_SFAIL1= 5010 EACH
POWER_CLASS002_DEPTH000_RANGE000TO999_SFAIL1= 5000 EACH
POWER_CLASS003_DEPTH000_RANGE000TO999_SFAIL1= 3010 EACH
POWER_CLASS004_DEPTH000_RANGE000TO999_SFAIL1= 3010 EACH
POWER_CLASS005_DEPTH000_RANGE000TO999_SFAIL1= 3000 EACH
# This is the 'min fail rate' and it is nice if it is 0
# (note range 0 to 0) (I hope this works)
POWER_CLASS001_DEPTH000_RANGE000TO002_SFAIL2= 70000
POWER_CLASS002_DEPTH000_RANGE000TO002_SFAIL2= 70000
# Priests with Holy Word legal try to maximize WIS
POWER_CLASS002_DEPTH000_CND061_RANGE000TO999_FORMULA064
FORMULA064=_ADJSP 35000 *

POWER_CLASS999_DEPTH000_RANGE000TO999_DEX= 120 EACH
# like spell points, hit points are 'powered' based on your hp bonus
# which is based on your con and adj_con_mhp[]
POWER_CLASS999_DEPTH000_RANGE000TO999_CON= 150 EACH
# first 500 hp's are more important than the next 500
POWER_CLASS999_DEPTH000_RANGE000TO500_MAXHP= 350 EACH
# can't use the range because of the 999 max :-(
POWER_CLASS999_DEPTH000_CND037_RANGE000TO999_FORMULA038
CND037=_MAXHP 500 >
FORMULA038=_MAXHP 500 - 100 *
CND039=_CLEVEL 25 <

# 'minor' skills
#POWER_CLASS999_DEPTH000_RANGE000TO999_DIS= 2 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_DEV= 25 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_SAV= 25 EACH
POWER_CLASS999_DEPTH000_RANGE100TO999_SAV= 10000
POWER_CLASS999_DEPTH000_RANGE000TO999_STL= 2 EACH
#POWER_CLASS999_DEPTH000_RANGE000TO999_SRCH= 1 EACH
#POWER_CLASS999_DEPTH000_RANGE000TO999_SERCHFREQ= 1 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_THN= 5 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_THB= 35 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_THT= 2 EACH
POWER_CLASS999_DEPTH000_RANGE000TO999_DIG= 2 EACH

# other powers
POWER_CLASS999_DEPTH000_RANGE000TO999_SDIG= 750

# note: after depth 20 you only get 50 for Feather fall (500-450)
POWER_CLASS999_DEPTH000_RANGE000TO999_FEATH= 500
POWER_CLASS999_DEPTH020_RANGE000TO999_FEATH= -450
POWER_CLASS999_DEPTH000_RANGE000TO999_LIGHT= 2000
# 500 for ESP & See inv, 5000 for just see inv (ESP is rewarded later)
POWER_CLASS999_DEPTH000_RANGE000TO999_SINV= 500
POWER_CLASS999_DEPTH000_CND040_RANGE000TO999_SINV= 4500
CND040=_ESP !
POWER_CLASS999_DEPTH000_RANGE000TO999_FRACT= 10000
# only 200 pts for Hold Life if you have maxed out your level
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA041
FORMULA041=_CLEVEL 50 == _HLIFE && 200 * _CLEVEL 50 != _HLIFE && 2000 * +
POWER_CLASS999_DEPTH000_RANGE000TO999_REG= 2000
POWER_CLASS999_DEPTH000_RANGE000TO999_ESP= 80000
POWER_CLASS999_DEPTH000_RANGE000TO999_ICOLD= 50000
POWER_CLASS999_DEPTH000_RANGE000TO999_IELEC= 25000
POWER_CLASS999_DEPTH000_RANGE000TO999_IFIRE= 70000
POWER_CLASS999_DEPTH000_RANGE000TO999_IACID= 30000
POWER_CLASS999_DEPTH000_RANGE000TO999_RCOLD= 3000
POWER_CLASS999_DEPTH000_RANGE000TO999_RELEC= 4000
POWER_CLASS999_DEPTH000_RANGE000TO999_RACID= 6000
POWER_CLASS999_DEPTH000_RANGE000TO999_RFIRE= 8000
# special bonus for base 4 resists
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA042
FORMULA042=_RCOLD _RFIRE && _RACID && _RELEC && 10000 *
POWER_CLASS999_DEPTH000_RANGE000TO999_RPOIS= 20000
POWER_CLASS999_DEPTH000_RANGE000TO999_RSND= 3500
POWER_CLASS999_DEPTH000_RANGE000TO999_RLITE= 800
POWER_CLASS999_DEPTH000_RANGE000TO999_RDARK= 800
POWER_CLASS999_DEPTH000_RANGE000TO999_RKAOS= 5000
# note, this is especially high because some items (CCW) give 
# extra bonuses if you don't have RCONF, so we need to ensure
# you will not do that -instead- of getting RCONF
POWER_CLASS999_DEPTH000_RANGE000TO999_RCONF= 80000
# and a little extra for a mage.
POWER_CLASS001_DEPTH000_RANGE000TO999_RCONF= 2000
POWER_CLASS999_DEPTH000_RANGE000TO999_RDIS= 5000
POWER_CLASS999_DEPTH000_RANGE000TO999_RSHRD= 100
POWER_CLASS999_DEPTH000_RANGE000TO999_RNXUS= 100
POWER_CLASS999_DEPTH000_RANGE000TO999_RBLIND= 5000
POWER_CLASS999_DEPTH000_RANGE000TO999_RNTHR= 5500
POWER_CLASS999_DEPTH000_RANGE000TO999_RFEAR= 2000
# sustains
# note: don't care about SCHR
POWER_CLASS999_DEPTH000_RANGE000TO999_SSTR= 50
POWER_CLASS999_DEPTH000_RANGE000TO999_SINT= 50
POWER_CLASS999_DEPTH000_RANGE000TO999_SWIS= 50
POWER_CLASS999_DEPTH000_RANGE000TO999_SCON= 50
POWER_CLASS999_DEPTH000_RANGE000TO999_SDEX= 50
# special bonus for sustain all
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA043
FORMULA043=_SSTR _SINT && _SWIS && _SCON && _SDEX && 1000 *

# special rewards for 'must have' (based on requirements above)
POWER_CLASS999_DEPTH009_RANGE000TO999_FORMULA044
FORMULA044=_SINV _ESP || 100000 *
POWER_CLASS999_DEPTH019_RANGE000TO999_FRACT= 100000
POWER_CLASS999_DEPTH024_RANGE000TO999_RFIRE= 100000
POWER_CLASS999_DEPTH035_RANGE000TO999_RPOIS= 100000
POWER_CLASS999_DEPTH030_RANGE000TO999_RELEC= 100000
POWER_CLASS999_DEPTH030_RANGE000TO999_RACID= 100000
POWER_CLASS999_DEPTH030_RANGE000TO999_RCOLD= 100000
POWER_CLASS999_DEPTH040_RANGE000TO999_RCONF= 100000
POWER_CLASS999_DEPTH045_CND045_RANGE000TO999_HLIFE= 100000
CND045=_CLEVEL 50 !=
POWER_CLASS999_DEPTH045_RANGE115TO999_SPEED= 100000
# note: Resist nether shows up several times... it is important
POWER_CLASS999_DEPTH049_RANGE000TO999_RNTHR= 55000
POWER_CLASS999_DEPTH049_RANGE000TO999_RSND= 100000
POWER_CLASS999_DEPTH054_RANGE000TO999_RBLIND= 100000
POWER_CLASS999_DEPTH054_RANGE000TO999_ESP= 100000
POWER_CLASS999_DEPTH059_RANGE000TO999_RNTHR= 55000
POWER_CLASS999_DEPTH059_RANGE000TO999_RKAOS= 104000
POWER_CLASS999_DEPTH059_RANGE000TO999_RDIS= 90000
# speed above 120 gets a bonus
POWER_CLASS999_DEPTH059_RANGE120TO999_SPEED= 100000
# speed above 130 gets a bonus
POWER_CLASS999_DEPTH079_RANGE130TO999_SPEED= 100000
POWER_CLASS999_DEPTH079_RANGE000TO999_RNTHR= 15000
POWER_CLASS999_DEPTH079_RANGE000TO999_RDARK= 25000
# Warrior's get an extra bonus for speed about 140
POWER_CLASS000_DEPTH079_RANGE140TO999_SPEED= 100000

# AC Bonuses (dependant on level)
POWER_CLASS999_DEPTH000_CND046_RANGE000TO999_ARMOR= 2000 EACH
CND046=_ARMOR 15 <
POWER_CLASS999_DEPTH000_CND047_RANGE000TO999_ARMOR= 500 EACH
CND047=_ARMOR 15 >= _ARMOR 75 < &&
POWER_CLASS999_DEPTH000_CND048_RANGE000TO999_ARMOR= 100 EACH
CND048=_ARMOR 75 >= 

# cursed items
POWER_CLASS999_DEPTH000_RANGE000TO999_CRSTELE= -100000
POWER_CLASS000_DEPTH000_RANGE000TO999_CRSAGRV= -80000
POWER_CLASS001_DEPTH000_RANGE000TO999_CRSAGRV= -8000
POWER_CLASS002_DEPTH000_RANGE000TO999_CRSAGRV= -80000
POWER_CLASS003_DEPTH000_RANGE000TO999_CRSAGRV= -80000
POWER_CLASS004_DEPTH000_RANGE000TO999_CRSAGRV= -80000
POWER_CLASS005_DEPTH000_RANGE000TO999_CRSAGRV= -80000

# Depth 99+, assume going after Morgoth.
# note: these are ignored if Morgoth is dead
#POWER_CLASS999_DEPTH099_RANGE000TO999_SSTR= 35000
#POWER_CLASS001_DEPTH099_RANGE000TO999_SINT= 45000
#POWER_CLASS003_DEPTH099_RANGE000TO999_SINT= 45000
#POWER_CLASS004_DEPTH099_RANGE000TO999_SINT= 45000
#POWER_CLASS002_DEPTH099_RANGE000TO999_SWIS= 35000
#POWER_CLASS005_DEPTH099_RANGE000TO999_SWIS= 35000
#POWER_CLASS999_DEPTH099_RANGE000TO999_SCON= 55000
#POWER_CLASS999_DEPTH099_RANGE000TO999_SDEX= 15000
#POWER_CLASS999_DEPTH099_RANGE000TO999_WSEVIL= 15000
#POWER_CLASS999_DEPTH099_RANGE000TO999_RNTHR= 15000
#POWER_CLASS999_DEPTH099_RANGE000TO999_RDIS= 15000
#POWER_CLASS999_DEPTH099_RANGE000TO999_RPOIS= 100000
#Pots of Berserk Str for non Priest/Mage
POWER_CLASS000_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
POWER_CLASS003_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
POWER_CLASS004_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
POWER_CLASS005_DEPTH099_RANGE000TO999_ITEM258= 2000 EACH
# Mass Banishment Scrolls
POWER_CLASS999_DEPTH099_RANGE000TO999_AMASSBAN= 2500 EACH
# Heal Pots
POWER_CLASS005_DEPTH099_RANGE000TO999_ITEM242= 2000 EACH
# Res Mana pots
POWER_CLASS005_DEPTH099_RANGE000TO999_ITEM266= 2000 EACH
#POWER_CLASS999_DEPTH099_RANGE000TO999_FORMULA049
FORMULA049=_RCOLD _RFIRE && _RACID && _RELEC && 100000 *

#POWER_CLASS999_DEPTH099_RANGE000TO999_AGLYPH= 2500 EACH

# artifact activation bonuses
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT001= 1500
POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT001= 500
POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT001= 500
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT001= 1000
POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT001= 1000
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT001= 1000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT002= 1200
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT001= 2000
POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT003= 1500
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT003= 2000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT067= 527
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT068= 518
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT069= 524
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT070= 596
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT072= 554
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT082= 700
# NOTE: Don't do this if you are using random artifacts (ringil speed bonus)
# POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT082= 25000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT083= 644
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT093= 620
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT097= 700
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT112= 700
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT115= 644
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT122= 590
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT016= 800
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT053= 507
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT054= 540
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT055= 527
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT056= 518
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT057= 522
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT059= 650
# NOTE: Don't do this if you are using random artifacts (Feanor special bonus)
# POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT060= 5000
# Ok so I fudged this one: Dispel Evil (it was a nice formula in the code)
# I took a random average
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT005= 650
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT010= 740
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT011= 900
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT012= 1000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT013= 999999
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT108= 500
POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT108= 1000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT017= 650
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT017= 25000
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT017= 25000
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT017= 25000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT044= 650
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT044= 25000
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT044= 25000
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT044= 25000
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT045= 7500
POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT045= 500
POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT045= 500
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT045= 700
POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT045= 700
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT045= 700
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT046= 600
POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT046= 500
POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT046= 600
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT046= 600
POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT046= 600
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT046= 600
POWER_CLASS000_DEPTH000_RANGE000TO999_ARTIFACT061= 700
POWER_CLASS001_DEPTH000_RANGE000TO999_ARTIFACT061= 500
POWER_CLASS002_DEPTH000_RANGE000TO999_ARTIFACT061= 500
POWER_CLASS003_DEPTH000_RANGE000TO999_ARTIFACT061= 700
POWER_CLASS004_DEPTH000_RANGE000TO999_ARTIFACT061= 700
POWER_CLASS005_DEPTH000_RANGE000TO999_ARTIFACT061= 700
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT126= 800
# NOTE: Don't do this if you are using random artifacts (Cubragol speed)
# POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT126= 25000
POWER_CLASS999_DEPTH000_RANGE000TO999_ARTIFACT031= 500

# Condition 058 is used miltiple times relating to inventory
# items.  Weak characters need to not be slow.
CND058=_STR 15 >

# Inventory items
POWER_CLASS999_DEPTH000_RANGE001TO006_FUEL= 60000 EACH
POWER_CLASS999_DEPTH000_CND058_RANGE007TO008_FUEL= 500 EACH
POWER_CLASS999_DEPTH000_RANGE001TO008_FOOD= 50000 EACH
POWER_CLASS999_DEPTH000_CND058_RANGE009TO015_FOOD= 200 EACH
# Carry extra food if Regen 
POWER_CLASS999_DEPTH000_CND051_RANGE000TO015_FOOD= 700 EACH
CND051=_REG 1 >= _CLEVEL 20 <= &&
# ID scrolls, but not too many if Low Strength
POWER_CLASS999_DEPTH000_RANGE001TO004_ID= 6000 EACH
POWER_CLASS999_DEPTH000_CND058_RANGE005TO010_ID= 6000 EACH
# This is *ID*
POWER_CLASS999_DEPTH000_RANGE001TO003_ITEM177= 10000 EACH
POWER_CLASS999_DEPTH000_RANGE005TO010_ITEM177= 2000 EACH
POWER_CLASS999_DEPTH000_RANGE001TO005_APFE= 10000 EACH
POWER_CLASS999_DEPTH000_RANGE006TO010_APFE= 2000 EACH
POWER_CLASS999_DEPTH000_RANGE001TO005_AGLYPH= 10000 EACH
POWER_CLASS999_DEPTH000_RANGE006TO010_AGLYPH= 2000 EACH
POWER_CLASS999_DEPTH000_RANGE001TO003_RECALL= 50000 EACH
POWER_CLASS999_DEPTH000_CND058_RANGE004TO007_RECALL= 5000 EACH
# Resist Heat and Cold for Warriors (for now)
POWER_CLASS000_DEPTH000_CND059_RANGE001TO004_ARESHEAT= 500 EACH
CND059=_IFIRE !
POWER_CLASS000_DEPTH000_CND060_RANGE001TO004_ARESCOLD= 500 EACH
CND060=_ICOLD !
# scrolls of phase door
POWER_CLASS999_DEPTH000_RANGE000TO004_APHASE= 50000 EACH
POWER_CLASS999_DEPTH000_RANGE005TO008_APHASE= 1000 EACH
POWER_CLASS999_DEPTH000_CND058_RANGE009TO015_APHASE= 500 EACH
POWER_CLASS999_DEPTH000_RANGE001TO002_AESCAPE= 10000 EACH
POWER_CLASS999_DEPTH090_CND050_RANGE003TO005_AESCAPE= 30000
CND050=_CDEPTH 90 >
POWER_CLASS999_DEPTH000_RANGE001TO005_ATELEPORT= 10000 EACH
POWER_CLASS999_DEPTH000_RANGE006TO999_ATELEPORT= 50000
#POWER_CLASS999_DEPTH000_CND058_RANGE006TO010_ATELEPORT= 10000 EACH
#POWER_CLASS999_DEPTH000_CND058_RANGE010TO999_ATELEPORT= 100000
#POWER_CLASS999_DEPTH000_RANGE001TO005_ATELEPORTLVL= 10000 EACH

# Healing stuff gets complex and is very class dependant
POWER_CLASS000_DEPTH000_RANGE001TO020_HEAL= 8000 EACH
POWER_CLASS003_DEPTH000_RANGE001TO020_HEAL= 8000 EACH
# *HEAL*
POWER_CLASS999_DEPTH000_RANGE001TO002_ITEM419= 10000 EACH
# first two LIFE give 9000 if you have no *HEAL*
POWER_CLASS999_DEPTH000_CND052_RANGE001TO002_ITEM420= 9000
CND052=_ITEM419 0 ==
# rod of healing
POWER_CLASS000_DEPTH000_RANGE001TO002_ITEM374= 20000 EACH
POWER_CLASS003_DEPTH000_RANGE001TO002_ITEM374= 20000 EACH
POWER_CLASS001_DEPTH000_RANGE001TO020_HEAL= 4000 EACH
POWER_CLASS004_DEPTH000_RANGE001TO020_HEAL= 4000 EACH
POWER_CLASS005_DEPTH000_RANGE001TO020_HEAL= 4000 EACH
POWER_CLASS001_DEPTH000_RANGE001TO002_ITEM419= 9000 EACH
POWER_CLASS004_DEPTH000_RANGE001TO002_ITEM419= 9000 EACH
POWER_CLASS005_DEPTH000_RANGE001TO002_ITEM419= 9000 EACH
# make sure level 1 Priest sell thier healing potion for quick cash
POWER_CLASS002_DEPTH000_CND056_RANGE000TO999_ITEM242= -2000 EACH
CND056=_CLEVEL 1 ==
POWER_CLASS002_DEPTH000_RANGE000TO010_ITEM242= 2000 EACH

# if your max mana is more than 100, reward up to ten restore manas
POWER_CLASS999_DEPTH000_CND057_RANGE001TO010_ITEM266= 4000 EACH
CND057=_MAXSP 100 >
# and some magi staff charges
POWER_CLASS999_DEPTH000_CND057_RANGE001TO100_ASTFMAGI= 4000 EACH

POWER_CLASS999_DEPTH000_RANGE001TO005_ACCW= 5000 EACH
POWER_CLASS999_DEPTH000_CND058_RANGE006TO010_ACCW= 5000 EACH
# next 5 at 500 if you done have resist conf or are below level 35
POWER_CLASS999_DEPTH000_CND062_RANGE011TO015_ACCW= 500 EACH
CND062=_RCONF ! _CLEVEL 35 < ||

# If you don't have RCONF, give reward for collecting cure conf
POWER_CLASS999_DEPTH000_CND063_RANGE001TO010_ITEM008= 400 EACH
CND063=_RCONF !
# If you don't have RBLIND, give reward for collecting cure blind
POWER_CLASS999_DEPTH000_CND065_RANGE001TO005_ITEM006= 300 EACH
CND065=_RBLIND !
# If you don't have RPOIS, give reward for collecting cure pois
POWER_CLASS999_DEPTH000_CND067_RANGE001TO005_ACUREPOIS= 250 EACH
CND067=_RPOIS !
POWER_CLASS999_DEPTH000_RANGE000TO999_ADETTRAP= 4000 
POWER_CLASS999_DEPTH000_RANGE000TO999_ADETDOOR= 2000 
POWER_CLASS999_DEPTH000_RANGE000TO999_ADETEVIL= 1000
POWER_CLASS999_DEPTH000_RANGE000TO999_AMAGICMAP= 4000 
POWER_CLASS999_DEPTH000_RANGE000TO999_ALITE= 1000 
# Genocide - only collect when deep
POWER_CLASS999_DEPTH100_RANGE001TO010_ITEM207= 10000 EACH
POWER_CLASS999_DEPTH100_RANGE011TO020_ITEM207= 2000 EACH
# Mass Genocide - only collect when deep
POWER_CLASS999_DEPTH100_RANGE001TO010_ITEM200= 10000 EACH
POWER_CLASS999_DEPTH100_RANGE011TO020_ITEM200= 2000 EACH

POWER_CLASS999_DEPTH000_RANGE001TO005_ARECHARGE= 5000 EACH

POWER_CLASS000_DEPTH000_RANGE001TO010_AMISSILES= 1000 EACH
POWER_CLASS001_DEPTH000_RANGE001TO010_AMISSILES= 1000 EACH
POWER_CLASS002_DEPTH000_RANGE001TO010_AMISSILES= 1000 EACH
POWER_CLASS003_DEPTH000_RANGE001TO010_AMISSILES= 1000 EACH
POWER_CLASS004_DEPTH000_RANGE001TO020_AMISSILES= 1000 EACH
POWER_CLASS005_DEPTH000_RANGE001TO010_AMISSILES= 1000 EACH
POWER_CLASS000_DEPTH000_CND058_RANGE011TO040_AMISSILES= 100 EACH
POWER_CLASS001_DEPTH000_CND058_RANGE011TO040_AMISSILES= 100 EACH
POWER_CLASS002_DEPTH000_CND058_RANGE011TO040_AMISSILES= 100 EACH
POWER_CLASS003_DEPTH000_CND058_RANGE011TO040_AMISSILES= 100 EACH
POWER_CLASS004_DEPTH000_CND058_RANGE021TO070_AMISSILES= 100 EACH
POWER_CLASS005_DEPTH000_CND058_RANGE011TO040_AMISSILES= 100 EACH
#too many missiles
POWER_CLASS000_DEPTH000_RANGE050TO999_AMISSILES= -1000 EACH
POWER_CLASS001_DEPTH000_RANGE050TO999_AMISSILES= -1000 EACH
POWER_CLASS002_DEPTH000_RANGE050TO999_AMISSILES= -1000 EACH
POWER_CLASS003_DEPTH000_RANGE050TO999_AMISSILES= -1000 EACH
POWER_CLASS004_DEPTH000_RANGE075TO999_AMISSILES= -1000 EACH
POWER_CLASS005_DEPTH000_RANGE050TO999_AMISSILES= -1000 EACH

# If you have up to 3 staffs of power or holiness you get rewarded.
#    first gets 2500
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA070
FORMULA070=_ITEM324 _ITEM327 || 2500 *
#    all three get 500
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA071
FORMULA071=_ITEM324 _ITEM327 + 3 < _ITEM324 _ITEM327 + * 500 *
POWER_CLASS999_DEPTH000_RANGE000TO999_FORMULA072
FORMULA072=_ITEM324 _ITEM327 + 3 >= 3 * 500 *
# If you have up to 3 staffs of destruction you get rewarded.
POWER_CLASS999_DEPTH000_RANGE000TO999_ITEM307= 5000
POWER_CLASS999_DEPTH000_RANGE000TO003_ITEM307= 200 EACH

# Wand of Teleport Other (or Spells)
POWER_CLASS999_DEPTH000_RANGE000TO999_ATPORTOTHER= 5000
# bonus for Warriors
POWER_CLASS000_DEPTH000_RANGE000TO015_ATPORTOTHER= 50000
POWER_CLASS999_DEPTH000_RANGE000TO010_ATPORTOTHER= 1000 EACH
POWER_CLASS999_DEPTH000_RANGE010TO999_ATPORTOTHER= 61000

# High Level Spell Books
POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM379= 300000
POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM379= 300000
POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM379= 300000
POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM384= 300000
POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM384= 300000
POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM380= 300000
POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM380= 300000
POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM380= 300000
POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM385= 300000
POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM385= 300000
POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM381= 300000
POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM381= 300000
POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM381= 300000
POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM386= 300000
POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM386= 300000
POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM382= 300000
POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM382= 300000
POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM382= 300000
POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM387= 300000
POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM387= 300000
POWER_CLASS001_DEPTH000_RANGE001TO999_ITEM383= 300000
POWER_CLASS003_DEPTH000_RANGE001TO999_ITEM383= 300000
POWER_CLASS004_DEPTH000_RANGE001TO999_ITEM383= 300000
POWER_CLASS002_DEPTH000_RANGE001TO999_ITEM388= 300000
POWER_CLASS005_DEPTH000_RANGE001TO999_ITEM388= 300000




