* ridden (female) Represents all female monsters being ridden.
* Count: NUMMONS
*
- * object One for each object.
+ * object One for each type of object. The first entry is
+ * 'strange object', the next 1..MAXOCLASSES-1 entries
+ * are generic (one for each class, including one for
+ * strange object's 'illobj class'), the rest are
+ * regular objects. Some members of the generic
+ * subset are used to prevent color of potions, gems,
+ * and spellbooks from being revealed when obj->dknown
+ * hasn't been set, avoiding a bug which had been
+ * present since day one of color support.
* Count: NUM_OBJECTS
*
* Stone Stone
* frosty explosions A set of nine.
* Count: MAXEXPCHAR
*
- * warning A set of six representing the different warning levels.
+ * warning A set of six representing the different warning
+ * levels.
* Count: 6
*
* statues (male) One for each male monster.
#define glyph_is_normal_female_monster(glyph) \
((glyph) >= GLYPH_MON_FEM_OFF && (glyph) < (GLYPH_MON_FEM_OFF + NUMMONS))
#define glyph_is_normal_monster(glyph) \
- (glyph_is_normal_male_monster(glyph) || glyph_is_normal_female_monster(glyph))
+ (glyph_is_normal_male_monster(glyph) \
+ || glyph_is_normal_female_monster(glyph))
#define glyph_is_female_pet(glyph) \
((glyph) >= GLYPH_PET_FEM_OFF && (glyph) < (GLYPH_PET_FEM_OFF + NUMMONS))
#define glyph_is_male_pet(glyph) \
? ((glyph) - GLYPH_RIDDEN_MALE_OFF) \
: NUMMONS)
+/* boulder hides pile except when on top of another boulder;
+ the otg_otmp assignment might occur multiple times in the same
+ expression but there will always be sequence points in between */
#define obj_is_piletop(obj) \
((obj)->where == OBJ_FLOOR \
- /*&& gl.level.objects[(obj)->ox][(obj)->oy]*/ \
- && gl.level.objects[(obj)->ox][(obj)->oy]->nexthere)
+ && (go.otg_otmp = gl.level.objects[(obj)->ox][(obj)->oy]->nexthere) != 0 \
+ && ((obj)->otyp != BOULDER || go.otg_otmp->otyp == BOULDER))
+/* used to hide info such as potion and gem color when not seen yet;
+ stones and rock are excluded for gem class; LAST_SPELL includes blank
+ spellbook but excludes novel and the Book of the Dead */
+#define obj_is_generic(obj) \
+ (!(obj)->dknown \
+ && ((obj)->oclass == POTION_CLASS \
+ || ((obj)->otyp >= FIRST_REAL_GEM \
+ && ((obj)->otyp <= LAST_GLASS_GEM)) \
+ || ((obj)->otyp >= FIRST_SPELL \
+ && ((obj)->otyp <= LAST_SPELL))))
#define glyph_is_body_piletop(glyph) \
(((glyph) >= GLYPH_BODY_PILETOP_OFF) \
|| glyph_is_male_statue_piletop(glyph))
#define glyph_is_statue(glyph) \
(glyph_is_male_statue(glyph) || glyph_is_fem_statue(glyph))
+/* note: 'strange object' gets [mis?]classified as generic here but that
+ shouldn't impact anything; to do it properly, glyph_is_normal_generic_obj()
+ and glyph_is_piletop_generic_obj() should use '>' rather than '>=', and
+ glyph_is_normal_object() and glyph_is_normal_piletop_obj() should include
+ (glyph == {GLYPH_OBJ_OFF,GLYPH_OBJ_PILETOP_OFF}) to test for object #0 */
+#define glyph_is_normal_generic_obj(glyph) \
+ ((glyph) >= GLYPH_OBJ_OFF && (glyph) < GLYPH_OBJ_OFF + MAXOCLASSES)
+#define glyph_is_piletop_generic_obj(glyph) \
+ ((glyph) >= GLYPH_OBJ_PILETOP_OFF \
+ && (glyph) < GLYPH_OBJ_PILETOP_OFF + MAXOCLASSES)
+#define glyph_is_generic_object(glyph) \
+ (glyph_is_normal_generic_obj(glyph) \
+ || glyph_is_piletop_generic_obj(glyph))
#define glyph_is_normal_piletop_obj(glyph) \
- (((glyph) >= GLYPH_OBJ_PILETOP_OFF) \
+ (((glyph) >= GLYPH_OBJ_PILETOP_OFF + MAXOCLASSES) \
&& ((glyph) < (GLYPH_OBJ_PILETOP_OFF + NUM_OBJECTS)))
#define glyph_is_normal_object(glyph) \
- ((((glyph) >= GLYPH_OBJ_OFF) \
+ ((((glyph) >= GLYPH_OBJ_OFF + MAXOCLASSES) \
&& ((glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))) \
|| glyph_is_normal_piletop_obj(glyph))
-#if 0
+#if 0 /* [note: out of date] */
#define glyph_is_object(glyph) \
- ((((glyph) >= GLYPH_OBJ_OFF) && ((glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))) \
+ ( (((glyph) >= GLYPH_OBJ_OFF) \
+ && ((glyph) < (GLYPH_OBJ_OFF + NUM_OBJECTS))) \
|| (((glyph) >= GLYPH_OBJ_PILETOP_OFF) \
&& ((glyph) < (GLYPH_OBJ_PILETOP_OFF + NUM_OBJECTS))) \
|| (((glyph) >= GLYPH_STATUE_MALE_OFF) \
|| (((glyph) >= GLYPH_BODY_OFF) \
&& ((glyph) < (GLYPH_BODY_OFF + NUMMONS))) \
|| (((glyph) >= GLYPH_BODY_PILETOP_OFF) \
- && ((glyph) < (GLYPH_BODY_PILETOP_OFF + NUMMONS))))
+ && ((glyph) < (GLYPH_BODY_PILETOP_OFF + NUMMONS))) \
+ )
#endif
#define glyph_is_object(glyph) \
- (glyph_is_normal_object(glyph) || glyph_is_statue(glyph) \
- || glyph_is_body(glyph))
+ (glyph_is_normal_object(glyph) || glyph_is_generic_object(glyph) \
+ || glyph_is_statue(glyph) || glyph_is_body(glyph))
/* briefly used for Qt's "paper doll" inventory which shows map tiles for
equipped objects; those vary like floor items during hallucination now
- so this isn't used anywhere */
+ so this isn't used anywhere [note: out of date since generic objs added] */
#define obj_to_true_glyph(obj) \
(((obj)->otyp == STATUE) \
? ((int) (obj)->corpsenm \
#define glyph_to_obj(glyph) \
(glyph_is_body(glyph) ? CORPSE \
: glyph_is_statue(glyph) ? STATUE \
- : glyph_is_normal_object(glyph) \
+ : glyph_is_generic_object(glyph) \
+ ? ((glyph) - (glyph_is_piletop_generic_obj(glyph) \
+ ? GLYPH_OBJ_PILETOP_OFF \
+ : GLYPH_OBJ_OFF)) \
+ : glyph_is_normal_object(glyph) \
? ((glyph) - (glyph_is_normal_piletop_obj(glyph) \
- ? GLYPH_OBJ_PILETOP_OFF \
- : GLYPH_OBJ_OFF)) \
+ ? GLYPH_OBJ_PILETOP_OFF \
+ : GLYPH_OBJ_OFF)) \
: NUM_OBJECTS)
#define glyph_to_body_corpsenm(glyph) \
? ((glyph) - GLYPH_STATUE_MALE_OFF) \
: NO_GLYPH)
-/* These have the unfortunate side effect of needing a global variable */
-/* to store a result. 'otg_temp' is defined and declared in decl.{ch}. */
+/* This has the unfortunate side effect of needing a global variable
+ to store a result. 'otg_temp' is defined and declared in decl.{ch}. */
#define random_obj_to_glyph(rng) \
- ((go.otg_temp = random_object(rng)) == CORPSE \
+ (((go.otg_temp = random_object(rng)) == CORPSE) \
? (random_monster(rng) + GLYPH_BODY_OFF) \
: (go.otg_temp + GLYPH_OBJ_OFF))
#define corpse_to_glyph(obj) \
- ((int) ((obj)->corpsenm + (obj_is_piletop(obj) \
- ? GLYPH_BODY_PILETOP_OFF \
- : GLYPH_BODY_OFF)))
-
-/* Paraphrased rationale from the original commit for the boulder
- exception: If a boulder is the topmost item on a pile, then it is
- not mapped to a piletop glyph; mainly because boulders are "solid";
- boulders dropped by monsters are nearly always over other objects;
- also done so that special levels such a Sokoban can "hide" items
- under the boulders. */
+ ((int) ((obj)->corpsenm \
+ + (obj_is_piletop(obj) ? GLYPH_BODY_PILETOP_OFF : GLYPH_BODY_OFF)))
+#define generic_obj_to_glyph(obj) \
+ ((int) ((obj)->oclass \
+ + (obj_is_piletop(obj) ? GLYPH_OBJ_PILETOP_OFF : GLYPH_OBJ_OFF)))
#define normal_obj_to_glyph(obj) \
- ((int) ((obj)->otyp + ((obj_is_piletop(obj) && ((obj)->otyp != BOULDER)) \
- ? GLYPH_OBJ_PILETOP_OFF \
- : GLYPH_OBJ_OFF)))
+ ((int) ((obj)->otyp \
+ + (obj_is_piletop(obj) ? GLYPH_OBJ_PILETOP_OFF : GLYPH_OBJ_OFF)))
/* MRKR: Statues now have glyphs corresponding to the monster they */
/* represent and look like monsters when you are hallucinating. */
: GLYPH_STATUE_MALE_OFF))))
#define obj_to_glyph(obj, rng) \
- (((obj)->otyp == STATUE) \
- ? statue_to_glyph(obj, rng) \
- : ((Hallucination) \
- ? random_obj_to_glyph(rng) \
- : (((obj)->otyp == CORPSE) \
- ? corpse_to_glyph(obj) \
- : normal_obj_to_glyph(obj))))
+ (((obj)->otyp == STATUE) ? statue_to_glyph(obj, rng) \
+ : (Hallucination) ? random_obj_to_glyph(rng) \
+ : ((obj)->otyp == CORPSE) ? corpse_to_glyph(obj) \
+ : obj_is_generic(obj) ? generic_obj_to_glyph(obj) \
+ : normal_obj_to_glyph(obj))
#define GLYPH_TRAP_OFF \
(GLYPH_CMAP_B_OFF + (S_arrow_trap - S_grave))
#if 0
#define glyph_is_piletop(glyph) \
- (glyph_is_body_piletop(glyph) || glyph_is_statue_piletop(glyph) \
- || glyph_is_obj_piletop(glyph))
+ (glyph_is_body_piletop(glyph) \
+ || glyph_is_statue_piletop(glyph) \
+ || glyph_is_piletop_generic_obj(glyph) \
+ || glyph_is_obj_piletop(glyph))
#endif
/* mgflags for altering map_glyphinfo() internal behavior */
#error Unproductive inclusion of objects.h
#endif /* OBJECTS_DESCR_INIT || OBJECTS_INIT || OBJECTS_ENUM */
+#define GENERIC(desc, class, gen_enum) \
+ OBJECT(OBJ(NoDes, desc), \
+ BITS(0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, P_NONE, 0), \
+ 0, class, 0, 0, 0, 0, 0, 0, 0, 0, 0, CLR_GRAY, gen_enum)
+
/* dummy object[0] -- description [2nd arg] *must* be NULL */
OBJECT(OBJ("strange object", NoDes),
BITS(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, P_NONE, 0),
0, ILLOBJ_CLASS, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, STRANGE_OBJECT),
+/* slots [1] through [MAXOCLASSES-1] are indexed by class; some are
+ used for display purposes, most aren't used; none are actual objects;
+ note that 'real' strange object is in slot [0] but ILLOBJ_CLASS is 1
+ so we add a dummy for it in slot [1] to simplify accessing the rest;
+ there isn't any entry for RANDOM_CLASS (0) */
+GENERIC("strange", ILLOBJ_CLASS, GENERIC_ILLOBJ), /* [1] */
+GENERIC("weapon", WEAPON_CLASS, GENERIC_WEAPON), /* [2] */
+GENERIC("armor", ARMOR_CLASS, GENERIC_ARMOR), /* [3] */
+GENERIC("ring", RING_CLASS, GENERIC_RING), /* [4] */
+GENERIC("amulet", AMULET_CLASS, GENERIC_AMULET), /* [5] */
+GENERIC("tool", TOOL_CLASS, GENERIC_TOOL), /* [6] */
+GENERIC("food", FOOD_CLASS, GENERIC_FOOD), /* [7] */
+GENERIC("potion", POTION_CLASS, GENERIC_POTION), /* [8] */
+GENERIC("scroll", SCROLL_CLASS, GENERIC_SCROLL), /* [9] */
+GENERIC("spellbook", SPBOOK_CLASS, GENERIC_SPBOOK), /* [10] */
+GENERIC("wand", WAND_CLASS, GENERIC_WAND), /* [11] */
+GENERIC("coin", COIN_CLASS, GENERIC_COIN), /* [12] */
+GENERIC("gem", GEM_CLASS, GENERIC_GEM), /* [13] */
+GENERIC("large rock", ROCK_CLASS, GENERIC_ROCK), /* [14] bldr+statue */
+GENERIC("iron ball", BALL_CLASS, GENERIC_BALL), /* [15] */
+GENERIC("iron chain", CHAIN_CLASS, GENERIC_CHAIN), /* [16] */
+GENERIC("venom", VENOM_CLASS, GENERIC_VENOM), /* [17] */
+#undef GENERIC
/* weapons ... */
#define WEAPON(name,desc,kn,mg,bi,prob,wt, \
power, POTION_CLASS, prob, 0, 20, cost, 0, 0, 0, 0, 10, color, sn)
POTION("gain ability", "ruby", 1, 0, 42, 300, CLR_RED,
POT_GAIN_ABILITY),
+MARKER(FIRST_POTION, POT_GAIN_ABILITY)
POTION("restore ability", "pink", 1, 0, 40, 100, CLR_BRIGHT_MAGENTA,
POT_RESTORE_ABILITY),
POTION("confusion", "orange", 1, CONFUSION, 42, 100, CLR_ORANGE,
*/
POTION("water", "clear", 0, 0, 92, 100, CLR_CYAN,
POT_WATER),
+MARKER(LAST_POTION, POT_WATER)
#undef POTION
/* scrolls ... */
*/
SPELL("blank paper", "plain", P_NONE, 18, 0, 0, 0, 0, HI_PAPER,
SPE_BLANK_PAPER),
+/* LAST_SPELL is used to calculate MAXSPELL, allocation size of spl_book[];
+ by including blank paper, which has no actual spell, we ensure that
+ even if hero learns every spell, spl_book[] will have at least one
+ unused slot at end; an unused slot is needed for use as terminator */
+MARKER(LAST_SPELL, SPE_BLANK_PAPER)
/* tribute book for 3.6 */
OBJECT(OBJ("novel", "paperback"),
BITS(0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, P_NONE, PAPER),
BITS(0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, P_NONE, PAPER),
0, SPBOOK_CLASS, 0, 0, 20, 10000, 0, 0, 0, 7, 20, HI_PAPER,
SPE_BOOK_OF_THE_DEAD),
-/* LAST_SPELL is used to compute MAXSPELL and should probably be
- SPE_BLANK_PAPER-1 since there's no need for spl_book[] slots for
- blank, novel, and Book of the Dead */
-MARKER(LAST_SPELL, SPE_BOOK_OF_THE_DEAD)
#undef SPELL
/* wands ... */
GEM("worthless piece of red glass", "red",
77, 1, 0, 6, 5, GLASS, CLR_RED, WORTHLESS_RED_GLASS),
GEM("worthless piece of yellowish brown glass", "yellowish brown",
- 77, 1, 0, 6, 5, GLASS, CLR_BROWN, WORTHLESS_YELLOWISH_BROWN_GLASS),
+ 77, 1, 0, 6, 5, GLASS, CLR_BROWN, WORTHLESS_YELLOWBROWN_GLASS),
GEM("worthless piece of orange glass", "orange",
76, 1, 0, 6, 5, GLASS, CLR_ORANGE, WORTHLESS_ORANGE_GLASS),
GEM("worthless piece of yellow glass", "yellow",
CKKKKKKKKKKJAA..
.AAAAAAAAAAAA...
}
-# tile 1 (arrow)
+# tile 1 (strange)
+#_ right/close square bracket
+{
+ ................
+ ................
+ ................
+ ......OOOO......
+ .......SSOS.....
+ .........OS.....
+ .........OS.....
+ .........OS.....
+ .........OS.....
+ .........OS.....
+ .........OS.....
+ ......OOOOS.....
+ .......SSSS.....
+ ................
+ ................
+ ................
+}
+# tile 2 (weapon)
+#_ right/close parenthesis
+{
+ ................
+ ................
+ ................
+ ......OO........
+ .......SO.......
+ .........O......
+ .........OS.....
+ .........OS.....
+ .........OS.....
+ .........OS.....
+ ........O.S.....
+ ......OO.S......
+ .......SS.......
+ ................
+ ................
+ ................
+}
+# tile 3 (armor)
+#_ left/open square bracket
+{
+ ................
+ ................
+ ................
+ ......OOOO......
+ ......ORRRR.....
+ ......OR........
+ ......OR........
+ ......OR........
+ ......OR........
+ ......OR........
+ ......OR........
+ ......OOOO......
+ .......RRRR.....
+ ................
+ ................
+ ................
+}
+# tile 4 (ring)
+#_ circle rather than equal sign
+{
+ ................
+ ................
+ ................
+ ................
+ .......OOO......
+ ......O.RRO.....
+ .....O.R...O....
+ .....OR....OR...
+ .....OR....OR...
+ ......O...O.R...
+ .......OOO.R....
+ ........RRR.....
+ ................
+ ................
+ ................
+ ................
+}
+# tile 5 (amulet)
+#_ double quote
+{
+ ................
+ ................
+ ................
+ ................
+ ......O..O......
+ ......OS.OS.....
+ .....O.SO.S.....
+ .....OS.OS......
+ ....O.SO.S......
+ ....OS.OS.......
+ .....S..S.......
+ ................
+ ................
+ ................
+ ................
+ ................
+}
+# tile 6 (tool)
+#_ left/open parenthesis
+{
+ ................
+ ................
+ ................
+ ........OO......
+ .......O.RR.....
+ ......O.R.......
+ ......OR........
+ ......OR........
+ ......OR........
+ ......OR........
+ .......O........
+ ........OO......
+ .........RR.....
+ ................
+ ................
+ ................
+}
+# tile 7 (food)
+#_ percent sign (almost)
+{
+ ................
+ ................
+ ................
+ ................
+ .....OO.....O...
+ ....O.SO...O.S..
+ ....OS.OS.O.S...
+ .....OO.SO.S....
+ ......SSO.S.....
+ .......O.SOO....
+ ......O.SO.SO...
+ .....O.S.OS.OS..
+ ....O.S...OO.S..
+ .....S.....SS...
+ ................
+ ................
+}
+# tile 8 (potion)
+#_ exclamation point
+{
+ ................
+ ................
+ ................
+ .......O........
+ .......OS.......
+ .......OS.......
+ .......OS.......
+ .......OS.......
+ .......OS.......
+ .......OS.......
+ ........S.......
+ ................
+ .......O........
+ ........S.......
+ ................
+ ................
+}
+# tile 9 (scroll)
+#_ question mark (almost)
+{
+ ................
+ ................
+ ................
+ ......OOO.......
+ .....O.SSO......
+ ......S..OS.....
+ .........OS.....
+ ........O.S.....
+ .......O.S......
+ .......OS.......
+ .......OS.......
+ ........S.......
+ .......O........
+ ........S.......
+ ................
+ ................
+}
+# tile 10 (spellbook)
+#_ plus sign
+{
+ ................
+ ................
+ ................
+ ................
+ ................
+ .......O........
+ .......OS.......
+ .......OS.......
+ ....OOOOOOO.....
+ .....SSOSSSS....
+ .......OS.......
+ .......OS.......
+ ........S.......
+ ................
+ ................
+ ................
+}
+# tile 11 (wand)
+#_ slash
+{
+ ................
+ ................
+ ................
+ ...........O....
+ ..........O.S...
+ .........O.S....
+ ........O.S.....
+ .......O.S......
+ ......O.S.......
+ .....O.S........
+ ....O.S.........
+ ...O.S..........
+ ....S...........
+ ................
+ ................
+ ................
+}
+# tile 12 (coin)
+#_ dollar sign
+{
+ ................
+ ................
+ ................
+ ........H.......
+ .......OOO......
+ ......O.HSS.....
+ ......OSH.......
+ .......OOO......
+ ........HSO.....
+ ........H.OS....
+ .......OOO.S....
+ ........HSS.....
+ ................
+ ................
+ ................
+ ................
+}
+# tile 13 (gem)
+#_ asterisk
+{
+ ................
+ ................
+ ................
+ .......O........
+ ....O..OS.O.....
+ .....O.OSO.S....
+ ......O.O.S.....
+ .......O.S......
+ ......O.O.......
+ .....O.O.O......
+ ....O.SOS.O.....
+ .....S.OS..S....
+ ........S.......
+ ................
+ ................
+ ................
+}
+# tile 14 (large rock)
+#_ backtick/grave accent
+{
+ ................
+ ................
+ ................
+ ................
+ ................
+ .....O..........
+ .....OS.........
+ ......OO........
+ .......SO.......
+ .........S......
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+}
+# tile 15 (iron ball)
+#_ zero
+{
+ ................
+ ................
+ ................
+ ................
+ ......OOO.......
+ .....O.SSO......
+ .....OS..OS.....
+ .....OS..OS.....
+ .....OS..OS.....
+ .....OS..OS.....
+ .....OS..OS.....
+ ......OOO.S.....
+ .......SSS......
+ ................
+ ................
+ ................
+}
+# tile 16 (iron chain)
+#_ underscore (ugh)
+{
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ...OOOOOOOOO....
+ ....SSSSSSSSS...
+ ................
+ ................
+ ................
+ ................
+}
+# tile 17 (venom)
+#_ period
+{
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ ................
+ .......OO.......
+ .......OOR......
+ ........RR......
+ ................
+ ................
+ ................
+ ................
+}
+#_ end of generic object tiles
+#_ start of regular object tiles
+# tile 18 (arrow)
{
................
..........PP....
..AAA...........
................
}
-# tile 2 (runed arrow / elven arrow)
+# tile 19 (runed arrow / elven arrow)
{
................
..........FF....
..AAA...........
................
}
-# tile 3 (crude arrow / orcish arrow)
+# tile 20 (crude arrow / orcish arrow)
{
................
..........PP....
..AAA...........
................
}
-# tile 4 (silver arrow)
+# tile 21 (silver arrow)
{
................
..........DP....
..AAA...........
................
}
-# tile 5 (bamboo arrow / ya)
+# tile 22 (bamboo arrow / ya)
{
................
..........BP....
NNPA............
.AA.............
}
-# tile 6 (crossbow bolt)
+# tile 23 (crossbow bolt)
{
................
................
................
................
}
-# tile 7 (dart)
+# tile 24 (dart)
{
................
................
................
................
}
-# tile 8 (throwing star / shuriken)
+# tile 25 (throwing star / shuriken)
{
................
................
................
................
}
-# tile 9 (boomerang)
+# tile 26 (boomerang)
{
................
................
................
................
}
-# tile 10 (spear)
+# tile 27 (spear)
{
................
..............N.
..JAA...........
................
}
-# tile 11 (runed spear / elven spear)
+# tile 28 (runed spear / elven spear)
{
................
..............N.
..JAA...........
................
}
-# tile 12 (crude spear / orcish spear)
+# tile 29 (crude spear / orcish spear)
{
................
..............N.
..JAA...........
................
}
-# tile 13 (stout spear / dwarvish spear)
+# tile 30 (stout spear / dwarvish spear)
{
................
................
................
................
}
-# tile 14 (silver spear)
+# tile 31 (silver spear)
{
................
..............OA
.OA.............
................
}
-# tile 15 (throwing spear / javelin)
+# tile 32 (throwing spear / javelin)
{
................
..............OA
.OA.............
................
}
-# tile 16 (trident)
+# tile 33 (trident)
{
................
...PA...........
............JA..
................
}
-# tile 17 (dagger)
+# tile 34 (dagger)
{
................
................
................
................
}
-# tile 18 (runed dagger / elven dagger)
+# tile 35 (runed dagger / elven dagger)
{
................
................
................
................
}
-# tile 19 (crude dagger / orcish dagger)
+# tile 36 (crude dagger / orcish dagger)
{
................
................
................
................
}
-# tile 20 (silver dagger)
+# tile 37 (silver dagger)
{
................
................
................
................
}
-# tile 21 (athame)
+# tile 38 (athame)
{
................
................
................
................
}
-# tile 22 (scalpel)
+# tile 39 (scalpel)
{
................
................
................
................
}
-# tile 23 (knife)
+# tile 40 (knife)
{
................
................
................
................
}
-# tile 24 (stiletto)
+# tile 41 (stiletto)
{
................
................
..AAA...........
................
}
-# tile 25 (worm tooth)
+# tile 42 (worm tooth)
{
................
................
................
................
}
-# tile 26 (crysknife)
+# tile 43 (crysknife)
{
................
................
................
................
}
-# tile 27 (axe)
+# tile 44 (axe)
{
................
.....OPA........
................
................
}
-# tile 28 (double-headed axe / battle-axe)
+# tile 45 (double-headed axe / battle-axe)
{
................
................
................
................
}
-# tile 29 (short sword)
+# tile 46 (short sword)
{
................
................
................
................
}
-# tile 30 (runed short sword / elven short sword)
+# tile 47 (runed short sword / elven short sword)
{
................
................
................
................
}
-# tile 31 (crude short sword / orcish short sword)
+# tile 48 (crude short sword / orcish short sword)
{
................
................
................
................
}
-# tile 32 (broad short sword / dwarvish short sword)
+# tile 49 (broad short sword / dwarvish short sword)
{
................
................
................
................
}
-# tile 33 (curved sword / scimitar)
+# tile 50 (curved sword / scimitar)
{
................
................
................
................
}
-# tile 34 (silver saber)
+# tile 51 (silver saber)
{
................
................
................
................
}
-# tile 35 (broadsword)
+# tile 52 (broadsword)
{
................
................
................
................
}
-# tile 36 (runed broadsword / elven broadsword)
+# tile 53 (runed broadsword / elven broadsword)
{
................
................
................
................
}
-# tile 37 (long sword)
+# tile 54 (long sword)
{
................
.............O..
.AAA............
................
}
-# tile 38 (two-handed sword)
+# tile 55 (two-handed sword)
{
..............N.
.............NO.
.AAA............
................
}
-# tile 39 (samurai sword / katana)
+# tile 56 (samurai sword / katana)
{
................
..............N.
..AA............
................
}
-# tile 40 (long samurai sword / tsurugi)
+# tile 57 (long samurai sword / tsurugi)
{
................
................
..AA............
................
}
-# tile 41 (runed broadsword / runesword)
+# tile 58 (runed broadsword / runesword)
{
................
.............A..
.PPP............
................
}
-# tile 42 (vulgar polearm / partisan)
+# tile 59 (vulgar polearm / partisan)
{
................
.............PO.
.JJAA...........
JJAA............
}
-# tile 43 (hilted polearm / ranseur)
+# tile 60 (hilted polearm / ranseur)
{
................
.............PN.
.JJAA...........
JJAA............
}
-# tile 44 (forked polearm / spetum)
+# tile 61 (forked polearm / spetum)
{
................
.............PN.
.JJAA...........
JJAA............
}
-# tile 45 (single-edged polearm / glaive)
+# tile 62 (single-edged polearm / glaive)
{
.............KA.
............KNOA
JAA.............
AA..............
}
-# tile 46 (angled poleaxe / halberd)
+# tile 63 (angled poleaxe / halberd)
{
................
.........OOOA...
JJAA............
JAA.............
}
-# tile 47 (long poleaxe / bardiche)
+# tile 64 (long poleaxe / bardiche)
{
.............NA.
............POPA
JAA.............
................
}
-# tile 48 (pole cleaver / voulge)
+# tile 65 (pole cleaver / voulge)
{
.............NA.
............NNOA
JAA.............
AA..............
}
-# tile 49 (pole sickle / fauchard)
+# tile 66 (pole sickle / fauchard)
{
..........NNN...
.........NPPPN..
KJA.............
.A..............
}
-# tile 50 (pruning hook / guisarme)
+# tile 67 (pruning hook / guisarme)
{
.............NA.
............POPA
JAA.............
AA..............
}
-# tile 51 (hooked polearm / bill-guisarme)
+# tile 68 (hooked polearm / bill-guisarme)
{
.............PN.
............PNA.
PNPAA...........
OPAA............
}
-# tile 52 (pronged polearm / lucern hammer)
+# tile 69 (pronged polearm / lucern hammer)
{
.........NP.....
.........PNP....
.JJAA...........
JJAA............
}
-# tile 53 (beaked polearm / bec de corbin)
+# tile 70 (beaked polearm / bec de corbin)
{
................
................
................
................
}
-# tile 54 (broad pick / dwarvish mattock)
+# tile 71 (broad pick / dwarvish mattock)
{
................
................
................
................
}
-# tile 55 (lance)
+# tile 72 (lance)
{
PA..............
.PA.............
..........OA.ONO
..............ON
}
-# tile 56 (mace)
+# tile 73 (mace)
{
................
................
...A............
................
}
-# tile 57 (morning star)
+# tile 74 (morning star)
{
................
................
......KA........
................
}
-# tile 58 (war hammer)
+# tile 75 (war hammer)
{
..........O.....
.........PPOA...
.JA.............
................
}
-# tile 59 (club)
+# tile 76 (club)
{
................
................
.JA.............
................
}
-# tile 60 (rubber hose)
+# tile 77 (rubber hose)
{
................
................
....AAA.........
................
}
-# tile 61 (staff / quarterstaff)
+# tile 78 (staff / quarterstaff)
{
................
.............JK.
.JJAA...........
..A.............
}
-# tile 62 (thonged club / aklys)
+# tile 79 (thonged club / aklys)
{
................
................
......OA.OA.....
.......OOA......
}
-# tile 63 (flail)
+# tile 80 (flail)
{
................
............KJ..
..JA............
................
}
-# tile 64 (bullwhip)
+# tile 81 (bullwhip)
{
................
................
......AAA.......
................
}
-# tile 65 (bow)
+# tile 82 (bow)
{
................
.....K..........
.....KAA........
................
}
-# tile 66 (runed bow / elven bow)
+# tile 83 (runed bow / elven bow)
{
.....K..........
.....KP.........
.....KPAAA......
.....KAA........
}
-# tile 67 (crude bow / orcish bow)
+# tile 84 (crude bow / orcish bow)
{
................
................
................
................
}
-# tile 68 (long bow / yumi)
+# tile 85 (long bow / yumi)
{
.....L..........
.....LP.........
.....LPAAA......
.....LAA........
}
-# tile 69 (sling)
+# tile 86 (sling)
{
................
................
................
................
}
-# tile 70 (crossbow)
+# tile 87 (crossbow)
{
................
................
........OA......
................
}
-# tile 71 (leather hat / elven leather helm)
+# tile 88 (leather hat / elven leather helm)
{
................
................
................
................
}
-# tile 72 (iron skull cap / orcish helm)
+# tile 89 (iron skull cap / orcish helm)
{
................
................
................
................
}
-# tile 73 (hard hat / dwarvish iron helm)
+# tile 90 (hard hat / dwarvish iron helm)
{
................
................
................
................
}
-# tile 74 (fedora)
+# tile 91 (fedora)
{
................
................
................
................
}
-# tile 75 (conical hat / cornuthaum)
+# tile 92 (conical hat / cornuthaum)
{
................
.......E........
....EEEEEEE.....
................
}
-# tile 76 (conical hat / dunce cap)
+# tile 93 (conical hat / dunce cap)
{
................
.......E........
....EEEEEEE.....
................
}
-# tile 77 (dented pot)
+# tile 94 (dented pot)
{
................
................
................
................
}
-# tile 78 (plumed helmet / helmet)
+# tile 95 (plumed helmet / helmet)
{
.......DID......
......DIBI......
................
................
}
-# tile 79 (etched helmet / helm of brilliance)
+# tile 96 (etched helmet / helm of brilliance)
{
................
................
................
................
}
-# tile 80 (crested helmet / helm of opposite alignment)
+# tile 97 (crested helmet / helm of opposite alignment)
{
................
................
................
................
}
-# tile 81 (visored helmet / helm of telepathy)
+# tile 98 (visored helmet / helm of telepathy)
{
................
................
................
................
}
-# tile 82 (gray dragon scale mail)
+# tile 99 (gray dragon scale mail)
{
................
................
................
................
}
-# tile 83 (gold dragon scale mail)
+# tile 100 (gold dragon scale mail)
{
................
................
................
................
}
-# tile 84 (silver dragon scale mail)
+# tile 101 (silver dragon scale mail)
{
................
................
................
................
}
-# tile 85 (shimmering dragon scale mail)
+# tile 102 (shimmering dragon scale mail)
{
................
................
................
................
}
-# tile 86 (red dragon scale mail)
+# tile 103 (red dragon scale mail)
{
................
................
................
................
}
-# tile 87 (white dragon scale mail)
+# tile 104 (white dragon scale mail)
{
................
................
................
................
}
-# tile 88 (orange dragon scale mail)
+# tile 105 (orange dragon scale mail)
{
................
................
................
................
}
-# tile 89 (black dragon scale mail)
+# tile 106 (black dragon scale mail)
{
................
................
................
................
}
-# tile 90 (blue dragon scale mail)
+# tile 107 (blue dragon scale mail)
{
................
................
................
................
}
-# tile 91 (green dragon scale mail)
+# tile 108 (green dragon scale mail)
{
................
................
................
................
}
-# tile 92 (yellow dragon scale mail)
+# tile 109 (yellow dragon scale mail)
{
................
................
................
................
}
-# tile 93 (gray dragon scales)
+# tile 110 (gray dragon scales)
{
................
................
................
................
}
-# tile 94 (gold dragon scales)
+# tile 111 (gold dragon scales)
{
................
................
................
................
}
-# tile 95 (silver dragon scales)
+# tile 112 (silver dragon scales)
{
................
................
................
................
}
-# tile 96 (shimmering dragon scales)
+# tile 113 (shimmering dragon scales)
{
................
................
................
................
}
-# tile 97 (red dragon scales)
+# tile 114 (red dragon scales)
{
................
................
................
................
}
-# tile 98 (white dragon scales)
+# tile 115 (white dragon scales)
{
................
................
................
................
}
-# tile 99 (orange dragon scales)
+# tile 116 (orange dragon scales)
{
................
................
................
................
}
-# tile 100 (black dragon scales)
+# tile 117 (black dragon scales)
{
................
................
................
................
}
-# tile 101 (blue dragon scales)
+# tile 118 (blue dragon scales)
{
................
................
................
................
}
-# tile 102 (green dragon scales)
+# tile 119 (green dragon scales)
{
................
................
................
................
}
-# tile 103 (yellow dragon scales)
+# tile 120 (yellow dragon scales)
{
................
................
................
................
}
-# tile 104 (plate mail)
+# tile 121 (plate mail)
{
................
................
................
................
}
-# tile 105 (crystal plate mail)
+# tile 122 (crystal plate mail)
{
................
................
................
................
}
-# tile 106 (bronze plate mail)
+# tile 123 (bronze plate mail)
{
................
................
................
................
}
-# tile 107 (splint mail)
+# tile 124 (splint mail)
{
................
................
................
................
}
-# tile 108 (banded mail)
+# tile 125 (banded mail)
{
................
................
................
................
}
-# tile 109 (dwarvish mithril-coat)
+# tile 126 (dwarvish mithril-coat)
{
................
................
................
................
}
-# tile 110 (elven mithril-coat)
+# tile 127 (elven mithril-coat)
{
................
...N.N.NO.O.O...
................
................
}
-# tile 111 (chain mail)
+# tile 128 (chain mail)
{
................
................
................
................
}
-# tile 112 (crude chain mail / orcish chain mail)
+# tile 129 (crude chain mail / orcish chain mail)
{
................
................
................
................
}
-# tile 113 (scale mail)
+# tile 130 (scale mail)
{
................
................
................
................
}
-# tile 114 (studded leather armor)
+# tile 131 (studded leather armor)
{
................
................
................
................
}
-# tile 115 (ring mail)
+# tile 132 (ring mail)
{
................
................
................
................
}
-# tile 116 (crude ring mail / orcish ring mail)
+# tile 133 (crude ring mail / orcish ring mail)
{
................
................
................
................
}
-# tile 117 (leather armor)
+# tile 134 (leather armor)
{
................
................
................
................
}
-# tile 118 (leather jacket)
+# tile 135 (leather jacket)
{
................
................
................
................
}
-# tile 119 (Hawaiian shirt)
+# tile 136 (Hawaiian shirt)
{
................
................
................
................
}
-# tile 120 (T-shirt)
+# tile 137 (T-shirt)
{
................
................
................
................
}
-# tile 121 (mummy wrapping)
+# tile 138 (mummy wrapping)
{
................
................
..N.AAN.NA.OO...
................
}
-# tile 122 (faded pall / elven cloak)
+# tile 139 (faded pall / elven cloak)
{
................
................
................
................
}
-# tile 123 (coarse mantelet / orcish cloak)
+# tile 140 (coarse mantelet / orcish cloak)
{
................
................
................
................
}
-# tile 124 (hooded cloak / dwarvish cloak)
+# tile 141 (hooded cloak / dwarvish cloak)
{
................
................
................
................
}
-# tile 125 (slippery cloak / oilskin cloak)
+# tile 142 (slippery cloak / oilskin cloak)
{
................
................
................
................
}
-# tile 126 (robe)
+# tile 143 (robe)
{
................
......CCC.......
...ACCCCCCAAA...
....AAAAAAAA....
}
-# tile 127 (apron / alchemy smock)
+# tile 144 (apron / alchemy smock)
{
................
................
.....NNNNNAA....
......AAAAA.....
}
-# tile 128 (leather cloak)
+# tile 145 (leather cloak)
{
................
................
................
................
}
-# tile 129 (tattered cape / cloak of protection)
+# tile 146 (tattered cape / cloak of protection)
{
................
................
................
................
}
-# tile 130 (opera cloak / cloak of invisibility)
+# tile 147 (opera cloak / cloak of invisibility)
{
................
......NNN.......
..AANNNNNNAOOAA.
....AAAAAAAAAA..
}
-# tile 131 (ornamental cope / cloak of magic resistance)
+# tile 148 (ornamental cope / cloak of magic resistance)
{
................
................
..AAAAAAAAAAAP..
...PPPPPPPPPPP..
}
-# tile 132 (piece of cloth / cloak of displacement)
+# tile 149 (piece of cloth / cloak of displacement)
{
................
................
.....PPPPPAA....
.......PPAA.....
}
-# tile 133 (small shield)
+# tile 150 (small shield)
{
................
................
................
................
}
-# tile 134 (blue and green shield / elven shield)
+# tile 151 (blue and green shield / elven shield)
{
................
................
................
................
}
-# tile 135 (white-handed shield / Uruk-hai shield)
+# tile 152 (white-handed shield / Uruk-hai shield)
{
................
...K.KKKJJJ.J...
................
................
}
-# tile 136 (red-eyed shield / orcish shield)
+# tile 153 (red-eyed shield / orcish shield)
{
................
................
................
................
}
-# tile 137 (large shield)
+# tile 154 (large shield)
{
................
...N.NNNOOO.O...
........AA......
................
}
-# tile 138 (large round shield / dwarvish roundshield)
+# tile 155 (large round shield / dwarvish roundshield)
{
................
................
................
................
}
-# tile 139 (polished silver shield / shield of reflection)
+# tile 156 (polished silver shield / shield of reflection)
{
................
................
................
................
}
-# tile 140 (old gloves / leather gloves)
+# tile 157 (old gloves / leather gloves)
{
................
................
.........AAA....
................
}
-# tile 141 (padded gloves / gauntlets of fumbling)
+# tile 158 (padded gloves / gauntlets of fumbling)
{
................
................
.........AAA....
................
}
-# tile 142 (riding gloves / gauntlets of power)
+# tile 159 (riding gloves / gauntlets of power)
{
................
................
.........AAA....
................
}
-# tile 143 (fencing gloves / gauntlets of dexterity)
+# tile 160 (fencing gloves / gauntlets of dexterity)
{
................
................
.........AAA....
................
}
-# tile 144 (walking shoes / low boots)
+# tile 161 (walking shoes / low boots)
{
................
................
................
................
}
-# tile 145 (hard shoes / iron shoes)
+# tile 162 (hard shoes / iron shoes)
{
................
................
................
................
}
-# tile 146 (jackboots / high boots)
+# tile 163 (jackboots / high boots)
{
.......CCKKKK...
......CKAAAAJJ..
................
................
}
-# tile 147 (combat boots / speed boots)
+# tile 164 (combat boots / speed boots)
{
................
................
................
................
}
-# tile 148 (jungle boots / water walking boots)
+# tile 165 (jungle boots / water walking boots)
{
................
................
................
................
}
-# tile 149 (hiking boots / jumping boots)
+# tile 166 (hiking boots / jumping boots)
{
................
................
................
................
}
-# tile 150 (mud boots / elven boots)
+# tile 167 (mud boots / elven boots)
{
................
................
................
................
}
-# tile 151 (buckled boots / kicking boots)
+# tile 168 (buckled boots / kicking boots)
{
................
................
................
................
}
-# tile 152 (riding boots / fumble boots)
+# tile 169 (riding boots / fumble boots)
{
................
................
................
................
}
-# tile 153 (snow boots / levitation boots)
+# tile 170 (snow boots / levitation boots)
{
................
................
...A.A.A.A.A.A..
................
}
-# tile 154 (wooden / adornment)
+# tile 171 (wooden / adornment)
{
................
................
................
................
}
-# tile 155 (granite / gain strength)
+# tile 172 (granite / gain strength)
{
................
................
................
................
}
-# tile 156 (opal / gain constitution)
+# tile 173 (opal / gain constitution)
{
................
................
................
................
}
-# tile 157 (clay / increase accuracy)
+# tile 174 (clay / increase accuracy)
{
................
................
................
................
}
-# tile 158 (coral / increase damage)
+# tile 175 (coral / increase damage)
{
................
................
................
................
}
-# tile 159 (black onyx / protection)
+# tile 176 (black onyx / protection)
{
................
................
................
................
}
-# tile 160 (moonstone / regeneration)
+# tile 177 (moonstone / regeneration)
{
................
................
................
................
}
-# tile 161 (tiger eye / searching)
+# tile 178 (tiger eye / searching)
{
................
................
................
................
}
-# tile 162 (jade / stealth)
+# tile 179 (jade / stealth)
{
................
................
................
................
}
-# tile 163 (bronze / sustain ability)
+# tile 180 (bronze / sustain ability)
{
................
................
................
................
}
-# tile 164 (agate / levitation)
+# tile 181 (agate / levitation)
{
................
................
................
................
}
-# tile 165 (topaz / hunger)
+# tile 182 (topaz / hunger)
{
................
................
................
................
}
-# tile 166 (sapphire / aggravate monster)
+# tile 183 (sapphire / aggravate monster)
{
................
................
................
................
}
-# tile 167 (ruby / conflict)
+# tile 184 (ruby / conflict)
{
................
................
................
................
}
-# tile 168 (diamond / warning)
+# tile 185 (diamond / warning)
{
................
................
................
................
}
-# tile 169 (pearl / poison resistance)
+# tile 186 (pearl / poison resistance)
{
................
................
................
................
}
-# tile 170 (iron / fire resistance)
+# tile 187 (iron / fire resistance)
{
................
................
................
................
}
-# tile 171 (brass / cold resistance)
+# tile 188 (brass / cold resistance)
{
................
................
................
................
}
-# tile 172 (copper / shock resistance)
+# tile 189 (copper / shock resistance)
{
................
................
................
................
}
-# tile 173 (twisted / free action)
+# tile 190 (twisted / free action)
{
................
................
................
................
}
-# tile 174 (steel / slow digestion)
+# tile 191 (steel / slow digestion)
{
................
................
................
................
}
-# tile 175 (silver / teleportation)
+# tile 192 (silver / teleportation)
{
................
................
................
................
}
-# tile 176 (gold / teleport control)
+# tile 193 (gold / teleport control)
{
................
................
................
................
}
-# tile 177 (ivory / polymorph)
+# tile 194 (ivory / polymorph)
{
................
................
................
................
}
-# tile 178 (emerald / polymorph control)
+# tile 195 (emerald / polymorph control)
{
................
................
................
................
}
-# tile 179 (wire / invisibility)
+# tile 196 (wire / invisibility)
{
................
................
................
................
}
-# tile 180 (engagement / see invisible)
+# tile 197 (engagement / see invisible)
{
................
................
................
................
}
-# tile 181 (shiny / protection from shape changers)
+# tile 198 (shiny / protection from shape changers)
{
................
................
................
................
}
-# tile 182 (circular / amulet of ESP)
+# tile 199 (circular / amulet of ESP)
{
................
......LLLLLAA...
................
................
}
-# tile 183 (spherical / amulet of life saving)
+# tile 200 (spherical / amulet of life saving)
{
................
......LLLLLAA...
................
................
}
-# tile 184 (oval / amulet of strangulation)
+# tile 201 (oval / amulet of strangulation)
{
................
......LLLLLLAA..
................
................
}
-# tile 185 (triangular / amulet of restful sleep)
+# tile 202 (triangular / amulet of restful sleep)
{
................
......LLLLLAA...
................
................
}
-# tile 186 (pyramidal / amulet versus poison)
+# tile 203 (pyramidal / amulet versus poison)
{
................
......LLLLLAA...
....KJJJJJJJJA..
.......AAAAAAA..
}
-# tile 187 (square / amulet of change)
+# tile 204 (square / amulet of change)
{
................
......LLLLLAA...
.......AAAAA....
................
}
-# tile 188 (concave / amulet of unchanging)
+# tile 205 (concave / amulet of unchanging)
{
................
......LLLLLAA...
.......KCCAA....
........AAA.....
}
-# tile 189 (hexagonal / amulet of reflection)
+# tile 206 (hexagonal / amulet of reflection)
{
................
......LLLLLAA...
........AAA.....
................
}
-# tile 190 (octagonal / amulet of magical breathing)
+# tile 207 (octagonal / amulet of magical breathing)
{
................
......LLLLLAA...
.......KKKAA....
........AAA.....
}
-# tile 191 (perforated / amulet of guarding)
+# tile 208 (perforated / amulet of guarding)
{
................
......LLLLLAA...
.......KKKAA....
........AAA.....
}
-# tile 192 (cubical / amulet of flying)
+# tile 209 (cubical / amulet of flying)
{
................
......LLLLLAA...
......CKKKKA....
.......AAAAA....
}
-# tile 193 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor)
+# tile 210 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor)
{
................
......HHHHHAA...
................
................
}
-# tile 194 (Amulet of Yendor / Amulet of Yendor)
+# tile 211 (Amulet of Yendor / Amulet of Yendor)
{
................
......HHHHHAA...
................
................
}
-# tile 195 (large box)
+# tile 212 (large box)
{
................
................
CKKKKKKKKKKJAA..
.AAAAAAAAAAAA...
}
-# tile 196 (chest)
+# tile 213 (chest)
{
................
................
CKKKKKKKKKKJAA..
.AAAAAAAAAAAA...
}
-# tile 197 (ice box)
+# tile 214 (ice box)
{
................
................
NBBBBBBBBBBPAA..
.AAAAAAAAAAAA...
}
-# tile 198 (bag / sack)
+# tile 215 (bag / sack)
{
................
................
................
................
}
-# tile 199 (bag / oilskin sack)
+# tile 216 (bag / oilskin sack)
{
................
................
................
................
}
-# tile 200 (bag / bag of holding)
+# tile 217 (bag / bag of holding)
{
................
................
................
................
}
-# tile 201 (bag / bag of tricks)
+# tile 218 (bag / bag of tricks)
{
................
................
................
................
}
-# tile 202 (key / skeleton key)
+# tile 219 (key / skeleton key)
{
................
................
................
................
}
-# tile 203 (lock pick)
+# tile 220 (lock pick)
{
................
................
................
................
}
-# tile 204 (credit card)
+# tile 221 (credit card)
{
................
................
................
................
}
-# tile 205 (candle / tallow candle)
+# tile 222 (candle / tallow candle)
{
................
................
................
................
}
-# tile 206 (candle / wax candle)
+# tile 223 (candle / wax candle)
{
................
................
................
................
}
-# tile 207 (brass lantern)
+# tile 224 (brass lantern)
{
................
................
.....AAAAAAA....
................
}
-# tile 208 (lamp / oil lamp)
+# tile 225 (lamp / oil lamp)
{
................
................
................
................
}
-# tile 209 (lamp / magic lamp)
+# tile 226 (lamp / magic lamp)
{
................
................
................
................
}
-# tile 210 (expensive camera)
+# tile 227 (expensive camera)
{
................
................
...PPPPPPPPPPPP.
................
}
-# tile 211 (looking glass / mirror)
+# tile 228 (looking glass / mirror)
{
................
................
................
................
}
-# tile 212 (glass orb / crystal ball)
+# tile 229 (glass orb / crystal ball)
{
................
................
................
................
}
-# tile 213 (lenses)
+# tile 230 (lenses)
{
................
................
................
................
}
-# tile 214 (blindfold)
+# tile 231 (blindfold)
{
................
................
................
................
}
-# tile 215 (towel)
+# tile 232 (towel)
{
................
................
................
................
}
-# tile 216 (saddle)
+# tile 233 (saddle)
{
................
................
................
................
}
-# tile 217 (leash)
+# tile 234 (leash)
{
................
................
.....AAAA.......
................
}
-# tile 218 (stethoscope)
+# tile 235 (stethoscope)
{
................
................
........AAA.....
................
}
-# tile 219 (tinning kit)
+# tile 236 (tinning kit)
{
................
................
......AAA.......
................
}
-# tile 220 (tin opener)
+# tile 237 (tin opener)
{
................
................
........AA......
................
}
-# tile 221 (can of grease)
+# tile 238 (can of grease)
{
................
................
.......AAAA.....
................
}
-# tile 222 (figurine)
+# tile 239 (figurine)
{
................
................
.....JJJJJAA....
................
}
-# tile 223 (magic marker)
+# tile 240 (magic marker)
{
................
................
................
................
}
-# tile 224 (land mine)
+# tile 241 (land mine)
{
................
................
................
................
}
-# tile 225 (beartrap)
+# tile 242 (beartrap)
{
................
................
................
................
}
-# tile 226 (whistle / tin whistle)
+# tile 243 (whistle / tin whistle)
{
................
................
................
................
}
-# tile 227 (whistle / magic whistle)
+# tile 244 (whistle / magic whistle)
{
................
................
................
................
}
-# tile 228 (flute / wooden flute)
+# tile 245 (flute / wooden flute)
{
................
................
..A.............
................
}
-# tile 229 (flute / magic flute)
+# tile 246 (flute / magic flute)
{
................
................
..A.............
................
}
-# tile 230 (horn / tooled horn)
+# tile 247 (horn / tooled horn)
{
................
................
................
................
}
-# tile 231 (horn / frost horn)
+# tile 248 (horn / frost horn)
{
................
................
................
................
}
-# tile 232 (horn / fire horn)
+# tile 249 (horn / fire horn)
{
................
................
................
................
}
-# tile 233 (horn / horn of plenty)
+# tile 250 (horn / horn of plenty)
{
................
................
................
................
}
-# tile 234 (harp / wooden harp)
+# tile 251 (harp / wooden harp)
{
................
................
................
................
}
-# tile 235 (harp / magic harp)
+# tile 252 (harp / magic harp)
{
................
................
................
................
}
-# tile 236 (bell)
+# tile 253 (bell)
{
................
.......KA.......
................
................
}
-# tile 237 (bugle)
+# tile 254 (bugle)
{
................
................
................
................
}
-# tile 238 (drum / leather drum)
+# tile 255 (drum / leather drum)
{
................
................
................
................
}
-# tile 239 (drum / drum of earthquake)
+# tile 256 (drum / drum of earthquake)
{
................
................
................
................
}
-# tile 240 (pick-axe)
+# tile 257 (pick-axe)
{
................
................
................
................
}
-# tile 241 (grappling hook)
+# tile 258 (grappling hook)
{
.............N..
..............P.
..OOA..OOOA.....
....OOOAA.......
}
-# tile 242 (unicorn horn)
+# tile 259 (unicorn horn)
{
................
................
................
................
}
-# tile 243 (candelabrum / Candelabrum of Invocation)
+# tile 260 (candelabrum / Candelabrum of Invocation)
{
.......N........
.......D........
................
................
}
-# tile 244 (silver bell / Bell of Opening)
+# tile 261 (silver bell / Bell of Opening)
{
................
.......OA.......
................
................
}
-# tile 245 (tripe ration)
+# tile 262 (tripe ration)
{
................
................
................
................
}
-# tile 246 (corpse)
+# tile 263 (corpse)
{
................
.....D.DPLN.....
................
................
}
-# tile 247 (egg)
+# tile 264 (egg)
{
................
................
................
................
}
-# tile 248 (meatball)
+# tile 265 (meatball)
{
................
................
................
................
}
-# tile 249 (meat stick)
+# tile 266 (meat stick)
{
................
................
................
................
}
-# tile 250 (enormous meatball)
+# tile 267 (enormous meatball)
{
................
................
................
................
}
-# tile 251 (meat ring)
+# tile 268 (meat ring)
{
................
................
......AAAAA.....
................
}
-# tile 252 (glob of gray ooze)
+# tile 269 (glob of gray ooze)
{
................
................
...AAA.AAAAA....
................
}
-# tile 253 (glob of brown pudding)
+# tile 270 (glob of brown pudding)
{
................
................
...AAA.AAAAA....
................
}
-# tile 254 (glob of green slime)
+# tile 271 (glob of green slime)
{
................
................
...AAA.AAAAA....
................
}
-# tile 255 (glob of black pudding)
+# tile 272 (glob of black pudding)
{
................
................
...AAA.AAAAA....
................
}
-# tile 256 (kelp frond)
+# tile 273 (kelp frond)
{
....FA..........
....FFA.........
.....FFFFA......
......FFFFA.....
}
-# tile 257 (eucalyptus leaf)
+# tile 274 (eucalyptus leaf)
{
................
................
................
................
}
-# tile 258 (apple)
+# tile 275 (apple)
{
................
................
................
................
}
-# tile 259 (orange)
+# tile 276 (orange)
{
................
................
................
................
}
-# tile 260 (pear)
+# tile 277 (pear)
{
................
................
................
................
}
-# tile 261 (melon)
+# tile 278 (melon)
{
................
................
......AAA.......
................
}
-# tile 262 (banana)
+# tile 279 (banana)
{
................
................
.....AAAAA......
................
}
-# tile 263 (carrot)
+# tile 280 (carrot)
{
................
..........F..F..
...A............
................
}
-# tile 264 (sprig of wolfsbane)
+# tile 281 (sprig of wolfsbane)
{
................
................
................
................
}
-# tile 265 (clove of garlic)
+# tile 282 (clove of garlic)
{
................
................
................
................
}
-# tile 266 (slime mold)
+# tile 283 (slime mold)
{
................
................
................
................
}
-# tile 267 (lump of royal jelly)
+# tile 284 (lump of royal jelly)
{
................
................
................
................
}
-# tile 268 (cream pie)
+# tile 285 (cream pie)
{
................
................
................
................
}
-# tile 269 (candy bar)
+# tile 286 (candy bar)
{
................
................
....A...........
................
}
-# tile 270 (fortune cookie)
+# tile 287 (fortune cookie)
{
................
................
................
................
}
-# tile 271 (pancake)
+# tile 288 (pancake)
{
................
................
................
................
}
-# tile 272 (lembas wafer)
+# tile 289 (lembas wafer)
{
................
................
................
................
}
-# tile 273 (cram ration)
+# tile 290 (cram ration)
{
................
...JKA..........
.....AAAAAA.....
................
}
-# tile 274 (food ration)
+# tile 291 (food ration)
{
...JJA..........
...BPA..........
....KKKKKKKKKA..
.....AAAAAAAA...
}
-# tile 275 (K-ration)
+# tile 292 (K-ration)
{
................
................
....KKKKKKKKKA..
.....AAAAAAAA...
}
-# tile 276 (C-ration)
+# tile 293 (C-ration)
{
................
................
....KKKKKKKKKA..
.....AAAAAAAA...
}
-# tile 277 (tin)
+# tile 294 (tin)
{
................
................
................
................
}
-# tile 278 (ruby / gain ability)
+# tile 295 (ruby / gain ability)
{
................
................
................
................
}
-# tile 279 (pink / restore ability)
+# tile 296 (pink / restore ability)
{
................
................
................
................
}
-# tile 280 (orange / confusion)
+# tile 297 (orange / confusion)
{
................
................
................
................
}
-# tile 281 (yellow / blindness)
+# tile 298 (yellow / blindness)
{
................
................
................
................
}
-# tile 282 (emerald / paralysis)
+# tile 299 (emerald / paralysis)
{
................
................
................
................
}
-# tile 283 (dark green / speed)
+# tile 300 (dark green / speed)
{
................
................
................
................
}
-# tile 284 (cyan / levitation)
+# tile 301 (cyan / levitation)
{
................
................
................
................
}
-# tile 285 (sky blue / hallucination)
+# tile 302 (sky blue / hallucination)
{
................
................
................
................
}
-# tile 286 (brilliant blue / invisibility)
+# tile 303 (brilliant blue / invisibility)
{
................
................
................
................
}
-# tile 287 (magenta / see invisible)
+# tile 304 (magenta / see invisible)
{
................
................
................
................
}
-# tile 288 (purple-red / healing)
+# tile 305 (purple-red / healing)
{
................
................
................
................
}
-# tile 289 (puce / extra healing)
+# tile 306 (puce / extra healing)
{
................
................
................
................
}
-# tile 290 (milky / gain level)
+# tile 307 (milky / gain level)
{
................
................
................
................
}
-# tile 291 (swirly / enlightenment)
+# tile 308 (swirly / enlightenment)
{
................
................
................
................
}
-# tile 292 (bubbly / monster detection)
+# tile 309 (bubbly / monster detection)
{
................
................
................
................
}
-# tile 293 (smoky / object detection)
+# tile 310 (smoky / object detection)
{
................
................
................
................
}
-# tile 294 (cloudy / gain energy)
+# tile 311 (cloudy / gain energy)
{
................
................
................
................
}
-# tile 295 (effervescent / sleeping)
+# tile 312 (effervescent / sleeping)
{
................
................
................
................
}
-# tile 296 (black / full healing)
+# tile 313 (black / full healing)
{
................
................
................
................
}
-# tile 297 (golden / polymorph)
+# tile 314 (golden / polymorph)
{
................
................
................
................
}
-# tile 298 (brown / booze)
+# tile 315 (brown / booze)
{
................
................
................
................
}
-# tile 299 (fizzy / sickness)
+# tile 316 (fizzy / sickness)
{
................
................
................
................
}
-# tile 300 (dark / fruit juice)
+# tile 317 (dark / fruit juice)
{
................
................
................
................
}
-# tile 301 (white / acid)
+# tile 318 (white / acid)
{
................
................
................
................
}
-# tile 302 (murky / oil)
+# tile 319 (murky / oil)
{
................
................
................
................
}
-# tile 303 (clear / water)
+# tile 320 (clear / water)
{
................
................
................
................
}
-# tile 304 (ZELGO MER / enchant armor)
+# tile 321 (ZELGO MER / enchant armor)
{
................
................
................
................
}
-# tile 305 (JUYED AWK YACC / destroy armor)
+# tile 322 (JUYED AWK YACC / destroy armor)
{
................
................
................
................
}
-# tile 306 (NR 9 / confuse monster)
+# tile 323 (NR 9 / confuse monster)
{
................
................
................
................
}
-# tile 307 (XIXAXA XOXAXA XUXAXA / scare monster)
+# tile 324 (XIXAXA XOXAXA XUXAXA / scare monster)
{
................
................
................
................
}
-# tile 308 (PRATYAVAYAH / remove curse)
+# tile 325 (PRATYAVAYAH / remove curse)
{
................
................
................
................
}
-# tile 309 (DAIYEN FOOELS / enchant weapon)
+# tile 326 (DAIYEN FOOELS / enchant weapon)
{
................
................
................
................
}
-# tile 310 (LEP GEX VEN ZEA / create monster)
+# tile 327 (LEP GEX VEN ZEA / create monster)
{
................
................
................
................
}
-# tile 311 (PRIRUTSENIE / taming)
+# tile 328 (PRIRUTSENIE / taming)
{
................
................
................
................
}
-# tile 312 (ELBIB YLOH / genocide)
+# tile 329 (ELBIB YLOH / genocide)
{
................
................
................
................
}
-# tile 313 (VERR YED HORRE / light)
+# tile 330 (VERR YED HORRE / light)
{
................
................
................
................
}
-# tile 314 (VENZAR BORGAVVE / teleportation)
+# tile 331 (VENZAR BORGAVVE / teleportation)
{
................
................
................
................
}
-# tile 315 (THARR / gold detection)
+# tile 332 (THARR / gold detection)
{
................
................
................
................
}
-# tile 316 (YUM YUM / food detection)
+# tile 333 (YUM YUM / food detection)
{
................
................
................
................
}
-# tile 317 (KERNOD WEL / identify)
+# tile 334 (KERNOD WEL / identify)
{
................
................
................
................
}
-# tile 318 (ELAM EBOW / magic mapping)
+# tile 335 (ELAM EBOW / magic mapping)
{
................
................
................
................
}
-# tile 319 (DUAM XNAHT / amnesia)
+# tile 336 (DUAM XNAHT / amnesia)
{
................
................
................
................
}
-# tile 320 (ANDOVA BEGARIN / fire)
+# tile 337 (ANDOVA BEGARIN / fire)
{
................
................
................
................
}
-# tile 321 (KIRJE / earth)
+# tile 338 (KIRJE / earth)
{
................
................
................
................
}
-# tile 322 (VE FORBRYDERNE / punishment)
+# tile 339 (VE FORBRYDERNE / punishment)
{
................
................
................
................
}
-# tile 323 (HACKEM MUCHE / charging)
+# tile 340 (HACKEM MUCHE / charging)
{
................
................
................
................
}
-# tile 324 (VELOX NEB / stinking cloud)
+# tile 341 (VELOX NEB / stinking cloud)
{
................
................
................
................
}
-# tile 325 (FOOBIE BLETCH)
+# tile 342 (FOOBIE BLETCH)
{
................
................
................
................
}
-# tile 326 (TEMOV)
+# tile 343 (TEMOV)
{
................
................
................
................
}
-# tile 327 (GARVEN DEH)
+# tile 344 (GARVEN DEH)
{
................
................
................
................
}
-# tile 328 (READ ME)
+# tile 345 (READ ME)
{
................
................
................
................
}
-# tile 329 (ETAOIN SHRDLU)
+# tile 346 (ETAOIN SHRDLU)
{
................
................
................
................
}
-# tile 330 (LOREM IPSUM)
+# tile 347 (LOREM IPSUM)
{
................
................
................
................
}
-# tile 331 (FNORD)
+# tile 348 (FNORD)
{
................
................
................
................
}
-# tile 332 (KO BATE)
+# tile 349 (KO BATE)
{
................
................
................
................
}
-# tile 333 (ABRA KA DABRA)
+# tile 350 (ABRA KA DABRA)
{
................
................
................
................
}
-# tile 334 (ASHPD SODALG)
+# tile 351 (ASHPD SODALG)
{
................
................
................
................
}
-# tile 335 (ZLORFIK)
+# tile 352 (ZLORFIK)
{
................
................
................
................
}
-# tile 336 (GNIK SISI VLE)
+# tile 353 (GNIK SISI VLE)
{
................
................
................
................
}
-# tile 337 (HAPAX LEGOMENON)
+# tile 354 (HAPAX LEGOMENON)
{
................
................
................
................
}
-# tile 338 (EIRIS SAZUN IDISI)
+# tile 355 (EIRIS SAZUN IDISI)
{
................
................
................
................
}
-# tile 339 (PHOL ENDE WODAN)
+# tile 356 (PHOL ENDE WODAN)
{
................
................
................
................
}
-# tile 340 (GHOTI)
+# tile 357 (GHOTI)
{
................
................
................
................
}
-# tile 341 (MAPIRO MAHAMA DIROMAT)
+# tile 358 (MAPIRO MAHAMA DIROMAT)
{
................
................
................
................
}
-# tile 342 (VAS CORP BET MANI)
+# tile 359 (VAS CORP BET MANI)
{
................
................
................
................
}
-# tile 343 (XOR OTA)
+# tile 360 (XOR OTA)
{
................
................
................
................
}
-# tile 344 (STRC PRST SKRZ KRK)
+# tile 361 (STRC PRST SKRZ KRK)
{
................
................
................
................
}
-# tile 345 (stamped / mail)
+# tile 362 (stamped / mail)
{
................
................
................
................
}
-# tile 346 (unlabeled / blank paper)
+# tile 363 (unlabeled / blank paper)
{
................
................
................
................
}
-# tile 347 (parchment / dig)
+# tile 364 (parchment / dig)
{
................
................
.......JJJAA....
................
}
-# tile 348 (vellum / magic missile)
+# tile 365 (vellum / magic missile)
{
................
................
.......JJJAA....
................
}
-# tile 349 (ragged / fireball)
+# tile 366 (ragged / fireball)
{
................
................
......OOJJAA....
................
}
-# tile 350 (dog eared / cone of cold)
+# tile 367 (dog eared / cone of cold)
{
................
................
.......JJJAA....
................
}
-# tile 351 (mottled / sleep)
+# tile 368 (mottled / sleep)
{
................
................
.......JJJAA....
................
}
-# tile 352 (stained / finger of death)
+# tile 369 (stained / finger of death)
{
................
................
.......JJJAA....
................
}
-# tile 353 (cloth / light)
+# tile 370 (cloth / light)
{
................
................
.......PPPAA....
................
}
-# tile 354 (leathery / detect monsters)
+# tile 371 (leathery / detect monsters)
{
................
................
.......JJJAA....
................
}
-# tile 355 (white / healing)
+# tile 372 (white / healing)
{
................
................
.......PNNAA....
................
}
-# tile 356 (pink / knock)
+# tile 373 (pink / knock)
{
................
................
.......IIIAA....
................
}
-# tile 357 (red / force bolt)
+# tile 374 (red / force bolt)
{
................
................
.......DDDAA....
................
}
-# tile 358 (orange / confuse monster)
+# tile 375 (orange / confuse monster)
{
................
................
.......CCCAA....
................
}
-# tile 359 (yellow / cure blindness)
+# tile 376 (yellow / cure blindness)
{
................
................
.......HHHAA....
................
}
-# tile 360 (velvet / drain life)
+# tile 377 (velvet / drain life)
{
................
................
.......EEEAA....
................
}
-# tile 361 (light green / slow monster)
+# tile 378 (light green / slow monster)
{
................
................
.......GGGAA....
................
}
-# tile 362 (dark green / wizard lock)
+# tile 379 (dark green / wizard lock)
{
................
................
.......FFFAA....
................
}
-# tile 363 (turquoise / create monster)
+# tile 380 (turquoise / create monster)
{
................
................
.......FBBAA....
................
}
-# tile 364 (cyan / detect food)
+# tile 381 (cyan / detect food)
{
................
................
.......BBBAA....
................
}
-# tile 365 (light blue / cause fear)
+# tile 382 (light blue / cause fear)
{
................
................
.......BBBAA....
................
}
-# tile 366 (dark blue / clairvoyance)
+# tile 383 (dark blue / clairvoyance)
{
................
................
.......EEEAA....
................
}
-# tile 367 (indigo / cure sickness)
+# tile 384 (indigo / cure sickness)
{
................
................
.......EEEAA....
................
}
-# tile 368 (magenta / charm monster)
+# tile 385 (magenta / charm monster)
{
................
................
.......IIIAA....
................
}
-# tile 369 (purple / haste self)
+# tile 386 (purple / haste self)
{
................
................
.......IIIAA....
................
}
-# tile 370 (violet / detect unseen)
+# tile 387 (violet / detect unseen)
{
................
................
.......IIIAA....
................
}
-# tile 371 (tan / levitation)
+# tile 388 (tan / levitation)
{
................
................
.......KKKAA....
................
}
-# tile 372 (plaid / extra healing)
+# tile 389 (plaid / extra healing)
{
................
................
.......EFDAA....
................
}
-# tile 373 (light brown / restore ability)
+# tile 390 (light brown / restore ability)
{
................
................
.......JJJAA....
................
}
-# tile 374 (dark brown / invisibility)
+# tile 391 (dark brown / invisibility)
{
................
................
.......JJJAA....
................
}
-# tile 375 (gray / detect treasure)
+# tile 392 (gray / detect treasure)
{
................
................
.......PPPAA....
................
}
-# tile 376 (wrinkled / remove curse)
+# tile 393 (wrinkled / remove curse)
{
................
................
......JJKKAA....
................
}
-# tile 377 (dusty / magic mapping)
+# tile 394 (dusty / magic mapping)
{
................
................
.KAKA..JJJAA....
................
}
-# tile 378 (bronze / identify)
+# tile 395 (bronze / identify)
{
................
................
.......CCCAA....
................
}
-# tile 379 (copper / turn undead)
+# tile 396 (copper / turn undead)
{
................
................
.......JCJAA....
................
}
-# tile 380 (silver / polymorph)
+# tile 397 (silver / polymorph)
{
................
................
.......PPPAA....
................
}
-# tile 381 (gold / teleport away)
+# tile 398 (gold / teleport away)
{
................
................
.......HHHAA....
................
}
-# tile 382 (glittering / create familiar)
+# tile 399 (glittering / create familiar)
{
................
................
.......PPPAN....
.......N........
}
-# tile 383 (shining / cancellation)
+# tile 400 (shining / cancellation)
{
....N...........
.......N........
.......PPPAA....
................
}
-# tile 384 (dull / protection)
+# tile 401 (dull / protection)
{
................
................
.......JJJAA....
................
}
-# tile 385 (thin / jumping)
+# tile 402 (thin / jumping)
{
................
................
.......JJJAA....
................
}
-# tile 386 (thick / stone to flesh)
+# tile 403 (thick / stone to flesh)
{
................
................
.......JJJAA....
................
}
-# tile 387 (plain / blank paper)
+# tile 404 (plain / blank paper)
{
................
................
.......JJJAA....
................
}
-# tile 388 (paperback / novel)
+# tile 405 (paperback / novel)
{
................
................
.......EEEAA....
................
}
-# tile 389 (papyrus / Book of the Dead)
+# tile 406 (papyrus / Book of the Dead)
{
................
................
.......AAA......
................
}
-# tile 390 (glass / light)
+# tile 407 (glass / light)
{
................
................
................
................
}
-# tile 391 (balsa / secret door detection)
+# tile 408 (balsa / secret door detection)
{
................
................
................
................
}
-# tile 392 (crystal / enlightenment)
+# tile 409 (crystal / enlightenment)
{
................
................
................
................
}
-# tile 393 (maple / create monster)
+# tile 410 (maple / create monster)
{
................
................
................
................
}
-# tile 394 (pine / wishing)
+# tile 411 (pine / wishing)
{
................
................
................
................
}
-# tile 395 (oak / nothing)
+# tile 412 (oak / nothing)
{
................
................
................
................
}
-# tile 396 (ebony / striking)
+# tile 413 (ebony / striking)
{
................
................
................
................
}
-# tile 397 (marble / make invisible)
+# tile 414 (marble / make invisible)
{
................
................
................
................
}
-# tile 398 (tin / slow monster)
+# tile 415 (tin / slow monster)
{
................
................
................
................
}
-# tile 399 (brass / speed monster)
+# tile 416 (brass / speed monster)
{
................
................
................
................
}
-# tile 400 (copper / undead turning)
+# tile 417 (copper / undead turning)
{
................
................
................
................
}
-# tile 401 (silver / polymorph)
+# tile 418 (silver / polymorph)
{
................
................
................
................
}
-# tile 402 (platinum / cancellation)
+# tile 419 (platinum / cancellation)
{
................
................
................
................
}
-# tile 403 (iridium / teleportation)
+# tile 420 (iridium / teleportation)
{
................
................
................
................
}
-# tile 404 (zinc / opening)
+# tile 421 (zinc / opening)
{
................
................
................
................
}
-# tile 405 (aluminum / locking)
+# tile 422 (aluminum / locking)
{
................
................
................
................
}
-# tile 406 (uranium / probing)
+# tile 423 (uranium / probing)
{
................
................
................
................
}
-# tile 407 (iron / digging)
+# tile 424 (iron / digging)
{
................
................
................
................
}
-# tile 408 (steel / magic missile)
+# tile 425 (steel / magic missile)
{
................
................
................
................
}
-# tile 409 (hexagonal / fire)
+# tile 426 (hexagonal / fire)
{
................
................
................
................
}
-# tile 410 (short / cold)
+# tile 427 (short / cold)
{
................
................
................
................
}
-# tile 411 (runed / sleep)
+# tile 428 (runed / sleep)
{
................
................
................
................
}
-# tile 412 (long / death)
+# tile 429 (long / death)
{
................
.............NO.
................
................
}
-# tile 413 (curved / lightning)
+# tile 430 (curved / lightning)
{
................
.......NO.......
................
................
}
-# tile 414 (forked)
+# tile 431 (forked)
{
................
................
................
................
}
-# tile 415 (spiked)
+# tile 432 (spiked)
{
................
................
................
................
}
-# tile 416 (jeweled)
+# tile 433 (jeweled)
{
................
................
................
................
}
-# tile 417 (gold piece)
+# tile 434 (gold piece)
{
................
................
.........HA.....
...........HA...
}
-# tile 418 (white / dilithium crystal)
+# tile 435 (white / dilithium crystal)
{
................
................
................
................
}
-# tile 419 (white / diamond)
+# tile 436 (white / diamond)
{
................
................
................
................
}
-# tile 420 (red / ruby)
+# tile 437 (red / ruby)
{
................
................
................
................
}
-# tile 421 (orange / jacinth)
+# tile 438 (orange / jacinth)
{
................
................
................
................
}
-# tile 422 (blue / sapphire)
+# tile 439 (blue / sapphire)
{
................
................
................
................
}
-# tile 423 (black / black opal)
+# tile 440 (black / black opal)
{
................
................
................
................
}
-# tile 424 (green / emerald)
+# tile 441 (green / emerald)
{
................
................
................
................
}
-# tile 425 (green / turquoise)
+# tile 442 (green / turquoise)
{
................
................
................
................
}
-# tile 426 (yellow / citrine)
+# tile 443 (yellow / citrine)
{
................
................
................
................
}
-# tile 427 (green / aquamarine)
+# tile 444 (green / aquamarine)
{
................
................
................
................
}
-# tile 428 (yellowish brown / amber)
+# tile 445 (yellowish brown / amber)
{
................
................
................
................
}
-# tile 429 (yellowish brown / topaz)
+# tile 446 (yellowish brown / topaz)
{
................
................
................
................
}
-# tile 430 (black / jet)
+# tile 447 (black / jet)
{
................
................
................
................
}
-# tile 431 (white / opal)
+# tile 448 (white / opal)
{
................
................
................
................
}
-# tile 432 (yellow / chrysoberyl)
+# tile 449 (yellow / chrysoberyl)
{
................
................
................
................
}
-# tile 433 (red / garnet)
+# tile 450 (red / garnet)
{
................
................
................
................
}
-# tile 434 (violet / amethyst)
+# tile 451 (violet / amethyst)
{
................
................
................
................
}
-# tile 435 (red / jasper)
+# tile 452 (red / jasper)
{
................
................
................
................
}
-# tile 436 (violet / fluorite)
+# tile 453 (violet / fluorite)
{
................
................
................
................
}
-# tile 437 (black / obsidian)
+# tile 454 (black / obsidian)
{
................
................
................
................
}
-# tile 438 (orange / agate)
+# tile 455 (orange / agate)
{
................
................
................
................
}
-# tile 439 (green / jade)
+# tile 456 (green / jade)
{
................
................
................
................
}
-# tile 440 (white / worthless piece of white glass)
+# tile 457 (white / worthless piece of white glass)
{
................
................
................
................
}
-# tile 441 (blue / worthless piece of blue glass)
+# tile 458 (blue / worthless piece of blue glass)
{
................
................
................
................
}
-# tile 442 (red / worthless piece of red glass)
+# tile 459 (red / worthless piece of red glass)
{
................
................
................
................
}
-# tile 443 (yellowish brown / worthless piece of yellowish brown glass)
+# tile 460 (yellowish brown / worthless piece of yellowish brown glass)
{
................
................
................
................
}
-# tile 444 (orange / worthless piece of orange glass)
+# tile 461 (orange / worthless piece of orange glass)
{
................
................
................
................
}
-# tile 445 (yellow / worthless piece of yellow glass)
+# tile 462 (yellow / worthless piece of yellow glass)
{
................
................
................
................
}
-# tile 446 (black / worthless piece of black glass)
+# tile 463 (black / worthless piece of black glass)
{
................
................
................
................
}
-# tile 447 (green / worthless piece of green glass)
+# tile 464 (green / worthless piece of green glass)
{
................
................
................
................
}
-# tile 448 (violet / worthless piece of violet glass)
+# tile 465 (violet / worthless piece of violet glass)
{
................
................
................
................
}
-# tile 449 (gray / luckstone)
+# tile 466 (gray / luckstone)
{
................
................
................
................
}
-# tile 450 (gray / loadstone)
+# tile 467 (gray / loadstone)
{
................
................
................
................
}
-# tile 451 (gray / touchstone)
+# tile 468 (gray / touchstone)
{
................
................
................
................
}
-# tile 452 (gray / flint)
+# tile 469 (gray / flint)
{
................
................
................
................
}
-# tile 453 (rock)
+# tile 470 (rock)
{
................
................
................
................
}
-# tile 454 (boulder)
+# tile 471 (boulder)
{
................
................
................
................
}
-# tile 455 (statue)
+# tile 472 (statue)
{
................
........JJ......
.....JJJJJJAA...
................
}
-# tile 456 (heavy iron ball)
+# tile 473 (heavy iron ball)
{
................
................
................
................
}
-# tile 457 (iron chain)
+# tile 474 (iron chain)
{
................
................
...........PP.PA
............AA..
}
-# tile 458 (splash of venom / splash of blinding venom)
+# tile 475 (splash of venom / splash of blinding venom)
{
................
................
................
................
}
-# tile 459 (splash of venom / splash of acid venom)
+# tile 476 (splash of venom / splash of acid venom)
{
................
................