From: nethack.allison Date: Wed, 9 Jan 2002 00:33:38 +0000 (+0000) Subject: Ken's leather cloak. X-Git-Tag: MOVE2GIT~3527 X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=40e0f19b5390c67d167620516a7ce6d9e319f656;p=nethack Ken's leather cloak. --- diff --git a/doc/buglist b/doc/buglist index 8e7b232ef..8819d8418 100644 --- a/doc/buglist +++ b/doc/buglist @@ -823,13 +823,6 @@ The code contains several sections which were necessary when removing a fire resistance item (weapon, armor, ring) was instant death in Hell. These could use removal. -Soldiers have no logical reason to possess elven cloaks. Either create a new, -nonspecial, cloak for this purpose, or change the leather jacket to a cloak -and use it. - -Likewise, leather gloves make little sense as healer items. Add "surgical -gloves" with no base AC protection. - Effects for the blessed scrolls/potions with effects that are absent: -- destroy armor: (see controversial item section) diff --git a/doc/fixes33.2 b/doc/fixes33.2 index e3fd9c555..e17b0abe1 100644 --- a/doc/fixes33.2 +++ b/doc/fixes33.2 @@ -457,6 +457,7 @@ glowing Sunsword (inspired by Slashem) msg_window option for ^P in TTY mode (Jay Tilton) ninjas should get multishot bonus with yumi and ya (Dylan O'Donnell) put prisoners in the Dark One's dungeon (Dylan O'Donnell) +add leather cloak so soldiers don't have elven cloaks Platform- and/or Interface-Specific New Features diff --git a/src/do_wear.c b/src/do_wear.c index 182de2ad0..c14520df0 100644 --- a/src/do_wear.c +++ b/src/do_wear.c @@ -204,6 +204,7 @@ Cloak_on() case DWARVISH_CLOAK: case CLOAK_OF_MAGIC_RESISTANCE: case ROBE: + case LEATHER_CLOAK: break; case MUMMY_WRAPPING: /* Note: it's already being worn, so we have to cheat here. */ @@ -254,6 +255,7 @@ Cloak_off() case CLOAK_OF_DISPLACEMENT: case OILSKIN_CLOAK: case ROBE: + case LEATHER_CLOAK: break; case MUMMY_WRAPPING: if (Invis && !Blind) { diff --git a/src/makemon.c b/src/makemon.c index b5127dc6c..f25e118d7 100644 --- a/src/makemon.c +++ b/src/makemon.c @@ -551,7 +551,7 @@ register struct monst *mtmp; if (mac < 10 && rn2(3)) mac += 1 + mongets(mtmp, LEATHER_GLOVES); else if (mac < 10 && rn2(2)) - mac += 1 + mongets(mtmp, ELVEN_CLOAK); + mac += 1 + mongets(mtmp, LEATHER_CLOAK); if(ptr != &mons[PM_GUARD] && ptr != &mons[PM_WATCHMAN] && diff --git a/src/objects.c b/src/objects.c index caa8e3ae7..6677e524d 100644 --- a/src/objects.c +++ b/src/objects.c @@ -410,26 +410,28 @@ ARMOR("T-shirt", (char *)0, CLOAK("mummy wrapping", (char *)0, 1, 0, 0, 0, 0, 3, 2, 10, 1, CLOTH, CLR_GRAY), CLOAK("elven cloak", "faded pall", - 0, 1, STEALTH, 10, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK), + 0, 1, STEALTH, 8, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK), CLOAK("orcish cloak", "coarse mantelet", - 0, 0, 0, 10, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK), + 0, 0, 0, 8, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK), CLOAK("dwarvish cloak", "hooded cloak", - 0, 0, 0, 10, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH), + 0, 0, 0, 8, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH), CLOAK("oilskin cloak", "slippery cloak", - 0, 0, 0, 10, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH), + 0, 0, 0, 8, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH), CLOAK("robe", (char *)0, - 1, 1, 0, 0, 0, 15, 50, 8, 3, CLOTH, CLR_RED), + 1, 1, 0, 3, 0, 15, 50, 8, 3, CLOTH, CLR_RED), CLOAK("alchemy smock", "apron", 0, 1, POISON_RES, 9, 0, 10, 50, 9, 1, CLOTH, CLR_WHITE), +CLOAK("leather cloak", (char *)0, + 1, 0, 0, 8, 0, 15, 40, 9, 1, CLOTH, CLR_BROWN), /* With shuffled appearances... */ CLOAK("cloak of protection", "tattered cape", - 0, 1, PROTECTION,10, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH), + 0, 1, PROTECTION, 9, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH), CLOAK("cloak of invisibility", "opera cloak", - 0, 1, INVIS, 11, 0, 10, 60, 9, 2, CLOTH, CLR_BRIGHT_MAGENTA), + 0, 1, INVIS, 10, 0, 10, 60, 9, 2, CLOTH, CLR_BRIGHT_MAGENTA), CLOAK("cloak of magic resistance", "ornamental cope", 0, 1, ANTIMAGIC, 2, 0, 10, 60, 9, 3, CLOTH, CLR_WHITE), CLOAK("cloak of displacement", "piece of cloth", - 0, 1, DISPLACED, 11, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH), + 0, 1, DISPLACED, 10, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH), /* shields */ SHIELD("small shield", (char *)0, diff --git a/win/share/objects.txt b/win/share/objects.txt index ae0c522e5..2bccec5d7 100644 --- a/win/share/objects.txt +++ b/win/share/objects.txt @@ -2408,7 +2408,26 @@ P = (108, 145, 182) MMMMMNNNNNAAMMMM MMMMMMAAAAAMMMMM } -# tile 126 (tattered cape / cloak of protection) +# tile 126 (leather cloak) +{ + MMMMMMMMMMMMMMMM + MMMMMMMMMMMMMMMM + MMMMMMMMMMMMMMMM + MMMMKJJMJJKMMMMM + MMMMMKJJJKAAMMMM + MMMMMMKJKAAMMMMM + MMMMMKKAKJAMMMMM + MMMMKKKAKJJAMMMM + MMMKKKAAKJJJAMMM + MMKKKKAAKJJJJAMM + MMKKKAAJJKJJJAMM + MMKKKAAJJKJJJAMM + MMMKKAJJJJKJAMMM + MMMMAAAAAAAAMMMM + MMMMMMMMMMMMMMMM + MMMMMMMMMMMMMMMM +} +# tile 127 (tattered cape / cloak of protection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2427,7 +2446,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 127 (opera cloak / cloak of invisibility) +# tile 128 (opera cloak / cloak of invisibility) { MMMMMMMMMMMMMMMM MMMMMMNNNMMMMMMM @@ -2446,7 +2465,7 @@ P = (108, 145, 182) MMAANNNNNNAOOAAM MMMMAAAAAAAAAAMM } -# tile 128 (ornamental cope / cloak of magic resistance) +# tile 129 (ornamental cope / cloak of magic resistance) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2465,7 +2484,7 @@ P = (108, 145, 182) MMAAAAAAAAAAAPMM MMMPPPPPPPPPPPMM } -# tile 129 (piece of cloth / cloak of displacement) +# tile 130 (piece of cloth / cloak of displacement) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2484,7 +2503,7 @@ P = (108, 145, 182) MMMMMPPPPPAAMMMM MMMMMMMPPAAMMMMM } -# tile 130 (small shield) +# tile 131 (small shield) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2503,7 +2522,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 131 (blue and green shield / elven shield) +# tile 132 (blue and green shield / elven shield) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2522,7 +2541,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 132 (white-handed shield / Uruk-hai shield) +# tile 133 (white-handed shield / Uruk-hai shield) { MMMMMMMMMMMMMMMM MMMKMKKKJJJMJMMM @@ -2541,7 +2560,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 133 (red-eyed shield / orcish shield) +# tile 134 (red-eyed shield / orcish shield) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2560,7 +2579,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 134 (large shield) +# tile 135 (large shield) { MMMMMMMMMMMMMMMM MMMNMNNNOOOMOMMM @@ -2579,7 +2598,7 @@ P = (108, 145, 182) MMMMMMMMAAMMMMMM MMMMMMMMMMMMMMMM } -# tile 135 (large round shield / dwarvish roundshield) +# tile 136 (large round shield / dwarvish roundshield) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2598,7 +2617,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 136 (polished silver shield / shield of reflection) +# tile 137 (polished silver shield / shield of reflection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2617,7 +2636,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 137 (old gloves / leather gloves) +# tile 138 (old gloves / leather gloves) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2636,7 +2655,7 @@ P = (108, 145, 182) MMMMMMMMMAAAMMMM MMMMMMMMMMMMMMMM } -# tile 138 (padded gloves / gauntlets of fumbling) +# tile 139 (padded gloves / gauntlets of fumbling) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2655,7 +2674,7 @@ P = (108, 145, 182) MMMMMMMMMAAAMMMM MMMMMMMMMMMMMMMM } -# tile 139 (riding gloves / gauntlets of power) +# tile 140 (riding gloves / gauntlets of power) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2674,7 +2693,7 @@ P = (108, 145, 182) MMMMMMMMMAAAMMMM MMMMMMMMMMMMMMMM } -# tile 140 (fencing gloves / gauntlets of dexterity) +# tile 141 (fencing gloves / gauntlets of dexterity) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2693,7 +2712,7 @@ P = (108, 145, 182) MMMMMMMMMAAAMMMM MMMMMMMMMMMMMMMM } -# tile 141 (walking shoes / low boots) +# tile 142 (walking shoes / low boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2712,7 +2731,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 142 (hard shoes / iron shoes) +# tile 143 (hard shoes / iron shoes) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2731,7 +2750,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 143 (jackboots / high boots) +# tile 144 (jackboots / high boots) { MMMMMMMCCKKKKMMM MMMMMMCKAAAAJJMM @@ -2750,7 +2769,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 144 (combat boots / speed boots) +# tile 145 (combat boots / speed boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2769,7 +2788,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 145 (jungle boots / water walking boots) +# tile 146 (jungle boots / water walking boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2788,7 +2807,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 146 (hiking boots / jumping boots) +# tile 147 (hiking boots / jumping boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2807,7 +2826,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 147 (mud boots / elven boots) +# tile 148 (mud boots / elven boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2826,7 +2845,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 148 (buckled boots / kicking boots) +# tile 149 (buckled boots / kicking boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2845,7 +2864,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 149 (riding boots / fumble boots) +# tile 150 (riding boots / fumble boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2864,7 +2883,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 150 (snow boots / levitation boots) +# tile 151 (snow boots / levitation boots) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2883,7 +2902,7 @@ P = (108, 145, 182) MMMAMAMAMAMAMAMM MMMMMMMMMMMMMMMM } -# tile 151 (wooden / adornment) +# tile 152 (wooden / adornment) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2902,7 +2921,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 152 (granite / gain strength) +# tile 153 (granite / gain strength) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2921,7 +2940,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 153 (opal / gain constitution) +# tile 154 (opal / gain constitution) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2940,7 +2959,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 154 (clay / increase accuracy) +# tile 155 (clay / increase accuracy) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2959,7 +2978,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 155 (coral / increase damage) +# tile 156 (coral / increase damage) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2978,7 +2997,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 156 (black onyx / protection) +# tile 157 (black onyx / protection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -2997,7 +3016,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 157 (moonstone / regeneration) +# tile 158 (moonstone / regeneration) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3016,7 +3035,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 158 (tiger eye / searching) +# tile 159 (tiger eye / searching) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3035,7 +3054,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 159 (jade / stealth) +# tile 160 (jade / stealth) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3054,7 +3073,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 160 (bronze / sustain ability) +# tile 161 (bronze / sustain ability) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3073,7 +3092,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 161 (agate / levitation) +# tile 162 (agate / levitation) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3092,7 +3111,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 162 (topaz / hunger) +# tile 163 (topaz / hunger) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3111,7 +3130,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 163 (sapphire / aggravate monster) +# tile 164 (sapphire / aggravate monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3130,7 +3149,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 164 (ruby / conflict) +# tile 165 (ruby / conflict) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3149,7 +3168,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 165 (diamond / warning) +# tile 166 (diamond / warning) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3168,7 +3187,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 166 (pearl / poison resistance) +# tile 167 (pearl / poison resistance) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3187,7 +3206,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 167 (iron / fire resistance) +# tile 168 (iron / fire resistance) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3206,7 +3225,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 168 (brass / cold resistance) +# tile 169 (brass / cold resistance) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3225,7 +3244,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 169 (copper / shock resistance) +# tile 170 (copper / shock resistance) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3244,7 +3263,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 170 (twisted / free action) +# tile 171 (twisted / free action) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3263,7 +3282,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 171 (steel / slow digestion) +# tile 172 (steel / slow digestion) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3282,7 +3301,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 172 (silver / teleportation) +# tile 173 (silver / teleportation) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3301,7 +3320,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 173 (gold / teleport control) +# tile 174 (gold / teleport control) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3320,7 +3339,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 174 (ivory / polymorph) +# tile 175 (ivory / polymorph) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3339,7 +3358,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 175 (emerald / polymorph control) +# tile 176 (emerald / polymorph control) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3358,7 +3377,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 176 (wire / invisibility) +# tile 177 (wire / invisibility) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3377,7 +3396,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 177 (engagement / see invisible) +# tile 178 (engagement / see invisible) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3396,7 +3415,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 178 (shiny / protection from shape changers) +# tile 179 (shiny / protection from shape changers) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3415,7 +3434,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 179 (circular / amulet of ESP) +# tile 180 (circular / amulet of ESP) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3434,7 +3453,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 180 (spherical / amulet of life saving) +# tile 181 (spherical / amulet of life saving) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3453,7 +3472,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 181 (oval / amulet of strangulation) +# tile 182 (oval / amulet of strangulation) { MMMMMMMMMMMMMMMM MMMMMMLLLLLLAAMM @@ -3472,7 +3491,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 182 (triangular / amulet of restful sleep) +# tile 183 (triangular / amulet of restful sleep) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3491,7 +3510,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 183 (pyramidal / amulet versus poison) +# tile 184 (pyramidal / amulet versus poison) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3510,7 +3529,7 @@ P = (108, 145, 182) MMMMKJJJJJJJJAMM MMMMMMMAAAAAAAMM } -# tile 184 (square / amulet of change) +# tile 185 (square / amulet of change) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3529,7 +3548,7 @@ P = (108, 145, 182) MMMMMMMAAAAAMMMM MMMMMMMMMMMMMMMM } -# tile 185 (concave / amulet of unchanging) +# tile 186 (concave / amulet of unchanging) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3548,7 +3567,7 @@ P = (108, 145, 182) MMMMMMMKCCAAMMMM MMMMMMMMAAAMMMMM } -# tile 186 (hexagonal / amulet of reflection) +# tile 187 (hexagonal / amulet of reflection) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3567,7 +3586,7 @@ P = (108, 145, 182) MMMMMMMMAAAMMMMM MMMMMMMMMMMMMMMM } -# tile 187 (octagonal / amulet of magical breathing) +# tile 188 (octagonal / amulet of magical breathing) { MMMMMMMMMMMMMMMM MMMMMMLLLLLAAMMM @@ -3586,7 +3605,7 @@ P = (108, 145, 182) MMMMMMMKKKAAMMMM MMMMMMMMAAAMMMMM } -# tile 188 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) +# tile 189 (Amulet of Yendor / cheap plastic imitation of the Amulet of Yendor) { MMMMMMMMMMMMMMMM MMMMMMHHHHHAAMMM @@ -3605,7 +3624,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 189 (Amulet of Yendor / Amulet of Yendor) +# tile 190 (Amulet of Yendor / Amulet of Yendor) { MMMMMMMMMMMMMMMM MMMMMMHHHHHAAMMM @@ -3624,7 +3643,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 190 (large box) +# tile 191 (large box) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3643,7 +3662,7 @@ P = (108, 145, 182) CKKKKKKKKKKJAAMM MAAAAAAAAAAAAMMM } -# tile 191 (chest) +# tile 192 (chest) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3662,7 +3681,7 @@ P = (108, 145, 182) CKKKKKKKKKKJAAMM MAAAAAAAAAAAAMMM } -# tile 192 (ice box) +# tile 193 (ice box) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3681,7 +3700,7 @@ P = (108, 145, 182) NBBBBBBBBBBPAAMM MAAAAAAAAAAAAMMM } -# tile 193 (bag / sack) +# tile 194 (bag / sack) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3700,7 +3719,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 194 (bag / oilskin sack) +# tile 195 (bag / oilskin sack) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3719,7 +3738,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 195 (bag / bag of holding) +# tile 196 (bag / bag of holding) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3738,7 +3757,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 196 (bag / bag of tricks) +# tile 197 (bag / bag of tricks) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3757,7 +3776,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 197 (key / skeleton key) +# tile 198 (key / skeleton key) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3776,7 +3795,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 198 (lock pick) +# tile 199 (lock pick) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3795,7 +3814,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 199 (credit card) +# tile 200 (credit card) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3814,7 +3833,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 200 (candle / tallow candle) +# tile 201 (candle / tallow candle) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3833,7 +3852,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 201 (candle / wax candle) +# tile 202 (candle / wax candle) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3852,7 +3871,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 202 (brass lantern) +# tile 203 (brass lantern) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3871,7 +3890,7 @@ P = (108, 145, 182) MMMMMAAAAAAAMMMM MMMMMMMMMMMMMMMM } -# tile 203 (lamp / oil lamp) +# tile 204 (lamp / oil lamp) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3890,7 +3909,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 204 (lamp / magic lamp) +# tile 205 (lamp / magic lamp) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3909,7 +3928,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 205 (expensive camera) +# tile 206 (expensive camera) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3928,7 +3947,7 @@ P = (108, 145, 182) MMMPPPPPPPPPPPPM MMMMMMMMMMMMMMMM } -# tile 206 (looking glass / mirror) +# tile 207 (looking glass / mirror) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3947,7 +3966,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 207 (glass orb / crystal ball) +# tile 208 (glass orb / crystal ball) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3966,7 +3985,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 208 (lenses) +# tile 209 (lenses) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -3985,7 +4004,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 209 (blindfold) +# tile 210 (blindfold) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4004,7 +4023,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 210 (towel) +# tile 211 (towel) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4023,7 +4042,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 211 (saddle) +# tile 212 (saddle) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4042,7 +4061,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 212 (leash) +# tile 213 (leash) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4061,7 +4080,7 @@ P = (108, 145, 182) MMMMMAAAAMMMMMMM MMMMMMMMMMMMMMMM } -# tile 213 (stethoscope) +# tile 214 (stethoscope) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4080,7 +4099,7 @@ P = (108, 145, 182) MMMMMMMMAAAMMMMM MMMMMMMMMMMMMMMM } -# tile 214 (tinning kit) +# tile 215 (tinning kit) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4099,7 +4118,7 @@ P = (108, 145, 182) MMMMMMAAAMMMMMMM MMMMMMMMMMMMMMMM } -# tile 215 (tin opener) +# tile 216 (tin opener) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4118,7 +4137,7 @@ P = (108, 145, 182) MMMMMMMMAAMMMMMM MMMMMMMMMMMMMMMM } -# tile 216 (can of grease) +# tile 217 (can of grease) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4137,7 +4156,7 @@ P = (108, 145, 182) MMMMMMMAAAAMMMMM MMMMMMMMMMMMMMMM } -# tile 217 (figurine) +# tile 218 (figurine) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4156,7 +4175,7 @@ P = (108, 145, 182) MMMMMJJJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 218 (magic marker) +# tile 219 (magic marker) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4175,7 +4194,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 219 (land mine) +# tile 220 (land mine) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4194,7 +4213,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 220 (beartrap) +# tile 221 (beartrap) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4213,7 +4232,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 221 (whistle / tin whistle) +# tile 222 (whistle / tin whistle) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4232,7 +4251,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 222 (whistle / magic whistle) +# tile 223 (whistle / magic whistle) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4251,7 +4270,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 223 (flute / wooden flute) +# tile 224 (flute / wooden flute) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4270,7 +4289,7 @@ P = (108, 145, 182) MMAMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 224 (flute / magic flute) +# tile 225 (flute / magic flute) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4289,7 +4308,7 @@ P = (108, 145, 182) MMAMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 225 (horn / tooled horn) +# tile 226 (horn / tooled horn) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4308,7 +4327,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 226 (horn / frost horn) +# tile 227 (horn / frost horn) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4327,7 +4346,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 227 (horn / fire horn) +# tile 228 (horn / fire horn) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4346,7 +4365,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 228 (horn / horn of plenty) +# tile 229 (horn / horn of plenty) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4365,7 +4384,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 229 (harp / wooden harp) +# tile 230 (harp / wooden harp) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4384,7 +4403,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 230 (harp / magic harp) +# tile 231 (harp / magic harp) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4403,7 +4422,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 231 (bell) +# tile 232 (bell) { MMMMMMMMMMMMMMMM MMMMMMMKAMMMMMMM @@ -4422,7 +4441,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 232 (bugle) +# tile 233 (bugle) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4441,7 +4460,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 233 (drum / leather drum) +# tile 234 (drum / leather drum) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4460,7 +4479,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 234 (drum / drum of earthquake) +# tile 235 (drum / drum of earthquake) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4479,7 +4498,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 235 (pick-axe) +# tile 236 (pick-axe) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4498,7 +4517,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 236 (iron hook / grappling hook) +# tile 237 (iron hook / grappling hook) { MMMMMMMMMMMMMNMM MMMMMMMMMMMMMMPM @@ -4517,7 +4536,7 @@ P = (108, 145, 182) MMOOAMMOOOAMMMMM MMMMOOOAAMMMMMMM } -# tile 237 (unicorn horn) +# tile 238 (unicorn horn) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4536,7 +4555,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 238 (candelabrum / Candelabrum of Invocation) +# tile 239 (candelabrum / Candelabrum of Invocation) { MMMMMMMNMMMMMMMM MMMMMMMDMMMMMMMM @@ -4555,7 +4574,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 239 (silver bell / Bell of Opening) +# tile 240 (silver bell / Bell of Opening) { MMMMMMMMMMMMMMMM MMMMMMMOAMMMMMMM @@ -4574,7 +4593,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 240 (tripe ration) +# tile 241 (tripe ration) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4593,7 +4612,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 241 (corpse) +# tile 242 (corpse) { MMMMMMMMMMMMMMMM MMMMMDMDPLNMMMMM @@ -4612,7 +4631,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 242 (egg) +# tile 243 (egg) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4631,7 +4650,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 243 (meatball) +# tile 244 (meatball) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4650,7 +4669,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 244 (meat stick) +# tile 245 (meat stick) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4669,7 +4688,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 245 (huge chunk of meat) +# tile 246 (huge chunk of meat) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4688,7 +4707,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 246 (meat ring) +# tile 247 (meat ring) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4707,7 +4726,7 @@ P = (108, 145, 182) MMMMMMAAAAAMMMMM MMMMMMMMMMMMMMMM } -# tile 247 (kelp frond) +# tile 248 (kelp frond) { MMMMFAMMMMMMMMMM MMMMFFAMMMMMMMMM @@ -4726,7 +4745,7 @@ P = (108, 145, 182) MMMMMFFFFAMMMMMM MMMMMMFFFFAMMMMM } -# tile 248 (eucalyptus leaf) +# tile 249 (eucalyptus leaf) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4745,7 +4764,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 249 (apple) +# tile 250 (apple) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4764,7 +4783,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 250 (orange) +# tile 251 (orange) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4783,7 +4802,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 251 (pear) +# tile 252 (pear) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4802,7 +4821,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 252 (melon) +# tile 253 (melon) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4821,7 +4840,7 @@ P = (108, 145, 182) MMMMMMAAAMMMMMMM MMMMMMMMMMMMMMMM } -# tile 253 (banana) +# tile 254 (banana) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4840,7 +4859,7 @@ P = (108, 145, 182) MMMMMAAAAAMMMMMM MMMMMMMMMMMMMMMM } -# tile 254 (carrot) +# tile 255 (carrot) { MMMMMMMMMMMMMMMM MMMMMMMMMMFMMFMM @@ -4859,7 +4878,7 @@ P = (108, 145, 182) MMMAMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 255 (sprig of wolfsbane) +# tile 256 (sprig of wolfsbane) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4878,7 +4897,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 256 (clove of garlic) +# tile 257 (clove of garlic) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4897,7 +4916,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 257 (slime mold) +# tile 258 (slime mold) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4916,7 +4935,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 258 (lump of royal jelly) +# tile 259 (lump of royal jelly) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4935,7 +4954,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 259 (cream pie) +# tile 260 (cream pie) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4954,7 +4973,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 260 (candy bar) +# tile 261 (candy bar) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4973,7 +4992,7 @@ P = (108, 145, 182) MMMMAMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 261 (fortune cookie) +# tile 262 (fortune cookie) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -4992,7 +5011,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 262 (pancake) +# tile 263 (pancake) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5011,7 +5030,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 263 (lembas wafer) +# tile 264 (lembas wafer) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5030,7 +5049,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 264 (cram ration) +# tile 265 (cram ration) { MMMMMMMMMMMMMMMM MMMJKAMMMMMMMMMM @@ -5049,7 +5068,7 @@ P = (108, 145, 182) MMMMMAAAAAAMMMMM MMMMMMMMMMMMMMMM } -# tile 265 (food ration) +# tile 266 (food ration) { MMMJJAMMMMMMMMMM MMMBPAMMMMMMMMMM @@ -5068,7 +5087,7 @@ P = (108, 145, 182) MMMMKKKKKKKKKAMM MMMMMAAAAAAAAMMM } -# tile 266 (K-ration) +# tile 267 (K-ration) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5087,7 +5106,7 @@ P = (108, 145, 182) MMMMKKKKKKKKKAMM MMMMMAAAAAAAAMMM } -# tile 267 (C-ration) +# tile 268 (C-ration) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5106,7 +5125,7 @@ P = (108, 145, 182) MMMMKKKKKKKKKAMM MMMMMAAAAAAAAMMM } -# tile 268 (tin) +# tile 269 (tin) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5125,7 +5144,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 269 (ruby / gain ability) +# tile 270 (ruby / gain ability) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5144,7 +5163,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 270 (pink / restore ability) +# tile 271 (pink / restore ability) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5163,7 +5182,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 271 (orange / confusion) +# tile 272 (orange / confusion) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5182,7 +5201,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 272 (yellow / blindness) +# tile 273 (yellow / blindness) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5201,7 +5220,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 273 (emerald / paralysis) +# tile 274 (emerald / paralysis) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5220,7 +5239,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 274 (dark green / speed) +# tile 275 (dark green / speed) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5239,7 +5258,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 275 (cyan / levitation) +# tile 276 (cyan / levitation) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5258,7 +5277,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 276 (sky blue / hallucination) +# tile 277 (sky blue / hallucination) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5277,7 +5296,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 277 (brilliant blue / invisibility) +# tile 278 (brilliant blue / invisibility) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5296,7 +5315,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 278 (magenta / see invisible) +# tile 279 (magenta / see invisible) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5315,7 +5334,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 279 (purple-red / healing) +# tile 280 (purple-red / healing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5334,7 +5353,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 280 (puce / extra healing) +# tile 281 (puce / extra healing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5353,7 +5372,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 281 (milky / gain level) +# tile 282 (milky / gain level) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5372,7 +5391,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 282 (swirly / enlightenment) +# tile 283 (swirly / enlightenment) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5391,7 +5410,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 283 (bubbly / monster detection) +# tile 284 (bubbly / monster detection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5410,7 +5429,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 284 (smoky / object detection) +# tile 285 (smoky / object detection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5429,7 +5448,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 285 (cloudy / gain energy) +# tile 286 (cloudy / gain energy) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5448,7 +5467,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 286 (effervescent / sleeping) +# tile 287 (effervescent / sleeping) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5467,7 +5486,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 287 (black / full healing) +# tile 288 (black / full healing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5486,7 +5505,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 288 (golden / polymorph) +# tile 289 (golden / polymorph) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5505,7 +5524,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 289 (brown / booze) +# tile 290 (brown / booze) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5524,7 +5543,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 290 (fizzy / sickness) +# tile 291 (fizzy / sickness) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5543,7 +5562,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 291 (dark / fruit juice) +# tile 292 (dark / fruit juice) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5562,7 +5581,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 292 (white / acid) +# tile 293 (white / acid) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5581,7 +5600,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 293 (murky / oil) +# tile 294 (murky / oil) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5600,7 +5619,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 294 (clear / water) +# tile 295 (clear / water) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5619,7 +5638,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 295 (ZELGO MER / enchant armor) +# tile 296 (ZELGO MER / enchant armor) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5638,7 +5657,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 296 (JUYED AWK YACC / destroy armor) +# tile 297 (JUYED AWK YACC / destroy armor) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5657,7 +5676,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 297 (NR 9 / confuse monster) +# tile 298 (NR 9 / confuse monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5676,7 +5695,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 298 (XIXAXA XOXAXA XUXAXA / scare monster) +# tile 299 (XIXAXA XOXAXA XUXAXA / scare monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5695,7 +5714,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 299 (PRATYAVAYAH / remove curse) +# tile 300 (PRATYAVAYAH / remove curse) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5714,7 +5733,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 300 (DAIYEN FOOELS / enchant weapon) +# tile 301 (DAIYEN FOOELS / enchant weapon) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5733,7 +5752,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 301 (LEP GEX VEN ZEA / create monster) +# tile 302 (LEP GEX VEN ZEA / create monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5752,7 +5771,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 302 (PRIRUTSENIE / taming) +# tile 303 (PRIRUTSENIE / taming) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5771,7 +5790,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 303 (ELBIB YLOH / genocide) +# tile 304 (ELBIB YLOH / genocide) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5790,7 +5809,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 304 (VERR YED HORRE / light) +# tile 305 (VERR YED HORRE / light) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5809,7 +5828,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 305 (VENZAR BORGAVVE / teleportation) +# tile 306 (VENZAR BORGAVVE / teleportation) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5828,7 +5847,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 306 (THARR / gold detection) +# tile 307 (THARR / gold detection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5847,7 +5866,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 307 (YUM YUM / food detection) +# tile 308 (YUM YUM / food detection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5866,7 +5885,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 308 (KERNOD WEL / identify) +# tile 309 (KERNOD WEL / identify) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5885,7 +5904,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 309 (ELAM EBOW / magic mapping) +# tile 310 (ELAM EBOW / magic mapping) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5904,7 +5923,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 310 (DUAM XNAHT / amnesia) +# tile 311 (DUAM XNAHT / amnesia) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5923,7 +5942,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 311 (ANDOVA BEGARIN / fire) +# tile 312 (ANDOVA BEGARIN / fire) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5942,7 +5961,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 312 (KIRJE / earth) +# tile 313 (KIRJE / earth) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5961,7 +5980,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 313 (VE FORBRYDERNE / punishment) +# tile 314 (VE FORBRYDERNE / punishment) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5980,7 +5999,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 314 (HACKEM MUCHE / charging) +# tile 315 (HACKEM MUCHE / charging) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -5999,7 +6018,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 315 (VELOX NEB / stinking cloud) +# tile 316 (VELOX NEB / stinking cloud) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6018,7 +6037,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 316 (FOOBIE BLETCH) +# tile 317 (FOOBIE BLETCH) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6037,7 +6056,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 317 (TEMOV) +# tile 318 (TEMOV) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6056,7 +6075,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 318 (GARVEN DEH) +# tile 319 (GARVEN DEH) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6075,7 +6094,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 319 (READ ME) +# tile 320 (READ ME) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6094,7 +6113,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 320 (stamped / mail) +# tile 321 (stamped / mail) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6113,7 +6132,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 321 (unlabeled / blank paper) +# tile 322 (unlabeled / blank paper) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6132,7 +6151,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 322 (parchment / dig) +# tile 323 (parchment / dig) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6151,7 +6170,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 323 (vellum / magic missile) +# tile 324 (vellum / magic missile) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6170,7 +6189,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 324 (ragged / fireball) +# tile 325 (ragged / fireball) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6189,7 +6208,7 @@ P = (108, 145, 182) MMMMMMOOJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 325 (dog eared / cone of cold) +# tile 326 (dog eared / cone of cold) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6208,7 +6227,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 326 (mottled / sleep) +# tile 327 (mottled / sleep) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6227,7 +6246,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 327 (stained / finger of death) +# tile 328 (stained / finger of death) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6246,7 +6265,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 328 (cloth / light) +# tile 329 (cloth / light) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6265,7 +6284,7 @@ P = (108, 145, 182) MMMMMMMPPPAAMMMM MMMMMMMMMMMMMMMM } -# tile 329 (leather / detect monsters) +# tile 330 (leather / detect monsters) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6284,7 +6303,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 330 (white / healing) +# tile 331 (white / healing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6303,7 +6322,7 @@ P = (108, 145, 182) MMMMMMMPNNAAMMMM MMMMMMMMMMMMMMMM } -# tile 331 (pink / knock) +# tile 332 (pink / knock) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6322,7 +6341,7 @@ P = (108, 145, 182) MMMMMMMIIIAAMMMM MMMMMMMMMMMMMMMM } -# tile 332 (red / force bolt) +# tile 333 (red / force bolt) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6341,7 +6360,7 @@ P = (108, 145, 182) MMMMMMMDDDAAMMMM MMMMMMMMMMMMMMMM } -# tile 333 (orange / confuse monster) +# tile 334 (orange / confuse monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6360,7 +6379,7 @@ P = (108, 145, 182) MMMMMMMCCCAAMMMM MMMMMMMMMMMMMMMM } -# tile 334 (yellow / cure blindness) +# tile 335 (yellow / cure blindness) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6379,7 +6398,7 @@ P = (108, 145, 182) MMMMMMMHHHAAMMMM MMMMMMMMMMMMMMMM } -# tile 335 (velvet / drain life) +# tile 336 (velvet / drain life) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6398,7 +6417,7 @@ P = (108, 145, 182) MMMMMMMEEEAAMMMM MMMMMMMMMMMMMMMM } -# tile 336 (light green / slow monster) +# tile 337 (light green / slow monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6417,7 +6436,7 @@ P = (108, 145, 182) MMMMMMMGGGAAMMMM MMMMMMMMMMMMMMMM } -# tile 337 (dark green / wizard lock) +# tile 338 (dark green / wizard lock) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6436,7 +6455,7 @@ P = (108, 145, 182) MMMMMMMFFFAAMMMM MMMMMMMMMMMMMMMM } -# tile 338 (turquoise / create monster) +# tile 339 (turquoise / create monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6455,7 +6474,7 @@ P = (108, 145, 182) MMMMMMMFBBAAMMMM MMMMMMMMMMMMMMMM } -# tile 339 (cyan / detect food) +# tile 340 (cyan / detect food) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6474,7 +6493,7 @@ P = (108, 145, 182) MMMMMMMBBBAAMMMM MMMMMMMMMMMMMMMM } -# tile 340 (light blue / cause fear) +# tile 341 (light blue / cause fear) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6493,7 +6512,7 @@ P = (108, 145, 182) MMMMMMMBBBAAMMMM MMMMMMMMMMMMMMMM } -# tile 341 (dark blue / clairvoyance) +# tile 342 (dark blue / clairvoyance) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6512,7 +6531,7 @@ P = (108, 145, 182) MMMMMMMEEEAAMMMM MMMMMMMMMMMMMMMM } -# tile 342 (indigo / cure sickness) +# tile 343 (indigo / cure sickness) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6531,7 +6550,7 @@ P = (108, 145, 182) MMMMMMMEEEAAMMMM MMMMMMMMMMMMMMMM } -# tile 343 (magenta / charm monster) +# tile 344 (magenta / charm monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6550,7 +6569,7 @@ P = (108, 145, 182) MMMMMMMIIIAAMMMM MMMMMMMMMMMMMMMM } -# tile 344 (purple / haste self) +# tile 345 (purple / haste self) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6569,7 +6588,7 @@ P = (108, 145, 182) MMMMMMMIIIAAMMMM MMMMMMMMMMMMMMMM } -# tile 345 (violet / detect unseen) +# tile 346 (violet / detect unseen) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6588,7 +6607,7 @@ P = (108, 145, 182) MMMMMMMIIIAAMMMM MMMMMMMMMMMMMMMM } -# tile 346 (tan / levitation) +# tile 347 (tan / levitation) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6607,7 +6626,7 @@ P = (108, 145, 182) MMMMMMMKKKAAMMMM MMMMMMMMMMMMMMMM } -# tile 347 (plaid / extra healing) +# tile 348 (plaid / extra healing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6626,7 +6645,7 @@ P = (108, 145, 182) MMMMMMMEFDAAMMMM MMMMMMMMMMMMMMMM } -# tile 348 (light brown / restore ability) +# tile 349 (light brown / restore ability) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6645,7 +6664,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 349 (dark brown / invisibility) +# tile 350 (dark brown / invisibility) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6664,7 +6683,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 350 (gray / detect treasure) +# tile 351 (gray / detect treasure) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6683,7 +6702,7 @@ P = (108, 145, 182) MMMMMMMPPPAAMMMM MMMMMMMMMMMMMMMM } -# tile 351 (wrinkled / remove curse) +# tile 352 (wrinkled / remove curse) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6702,7 +6721,7 @@ P = (108, 145, 182) MMMMMMJJKKAAMMMM MMMMMMMMMMMMMMMM } -# tile 352 (dusty / magic mapping) +# tile 353 (dusty / magic mapping) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6721,7 +6740,7 @@ P = (108, 145, 182) MKAKAMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 353 (bronze / identify) +# tile 354 (bronze / identify) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6740,7 +6759,7 @@ P = (108, 145, 182) MMMMMMMCCCAAMMMM MMMMMMMMMMMMMMMM } -# tile 354 (copper / turn undead) +# tile 355 (copper / turn undead) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6759,7 +6778,7 @@ P = (108, 145, 182) MMMMMMMJCJAAMMMM MMMMMMMMMMMMMMMM } -# tile 355 (silver / polymorph) +# tile 356 (silver / polymorph) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6778,7 +6797,7 @@ P = (108, 145, 182) MMMMMMMPPPAAMMMM MMMMMMMMMMMMMMMM } -# tile 356 (gold / teleport away) +# tile 357 (gold / teleport away) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6797,7 +6816,7 @@ P = (108, 145, 182) MMMMMMMHHHAAMMMM MMMMMMMMMMMMMMMM } -# tile 357 (glittering / create familiar) +# tile 358 (glittering / create familiar) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6816,7 +6835,7 @@ P = (108, 145, 182) MMMMMMMPPPANMMMM MMMMMMMNMMMMMMMM } -# tile 358 (shining / cancellation) +# tile 359 (shining / cancellation) { MMMMNMMMMMMMMMMM MMMMMMMNMMMMMMMM @@ -6835,7 +6854,7 @@ P = (108, 145, 182) MMMMMMMPPPAAMMMM MMMMMMMMMMMMMMMM } -# tile 359 (dull / protection) +# tile 360 (dull / protection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6854,7 +6873,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 360 (thin / jumping) +# tile 361 (thin / jumping) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6873,7 +6892,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 361 (thick / stone to flesh) +# tile 362 (thick / stone to flesh) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6892,7 +6911,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 362 (plain / blank paper) +# tile 363 (plain / blank paper) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6911,7 +6930,7 @@ P = (108, 145, 182) MMMMMMMJJJAAMMMM MMMMMMMMMMMMMMMM } -# tile 363 (papyrus / Book of the Dead) +# tile 364 (papyrus / Book of the Dead) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6930,7 +6949,7 @@ P = (108, 145, 182) MMMMMMMAAAMMMMMM MMMMMMMMMMMMMMMM } -# tile 364 (glass / light) +# tile 365 (glass / light) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6949,7 +6968,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 365 (balsa / secret door detection) +# tile 366 (balsa / secret door detection) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6968,7 +6987,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 366 (crystal / enlightenment) +# tile 367 (crystal / enlightenment) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -6987,7 +7006,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 367 (maple / create monster) +# tile 368 (maple / create monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7006,7 +7025,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 368 (pine / wishing) +# tile 369 (pine / wishing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7025,7 +7044,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 369 (oak / nothing) +# tile 370 (oak / nothing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7044,7 +7063,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 370 (ebony / striking) +# tile 371 (ebony / striking) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7063,7 +7082,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 371 (marble / make invisible) +# tile 372 (marble / make invisible) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7082,7 +7101,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 372 (tin / slow monster) +# tile 373 (tin / slow monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7101,7 +7120,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 373 (brass / speed monster) +# tile 374 (brass / speed monster) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7120,7 +7139,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 374 (copper / undead turning) +# tile 375 (copper / undead turning) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7139,7 +7158,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 375 (silver / polymorph) +# tile 376 (silver / polymorph) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7158,7 +7177,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 376 (platinum / cancellation) +# tile 377 (platinum / cancellation) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7177,7 +7196,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 377 (iridium / teleportation) +# tile 378 (iridium / teleportation) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7196,7 +7215,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 378 (zinc / opening) +# tile 379 (zinc / opening) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7215,7 +7234,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 379 (aluminum / locking) +# tile 380 (aluminum / locking) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7234,7 +7253,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 380 (uranium / probing) +# tile 381 (uranium / probing) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7253,7 +7272,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 381 (iron / digging) +# tile 382 (iron / digging) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7272,7 +7291,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 382 (steel / magic missile) +# tile 383 (steel / magic missile) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7291,7 +7310,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 383 (hexagonal / fire) +# tile 384 (hexagonal / fire) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7310,7 +7329,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 384 (short / cold) +# tile 385 (short / cold) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7329,7 +7348,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 385 (runed / sleep) +# tile 386 (runed / sleep) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7348,7 +7367,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 386 (long / death) +# tile 387 (long / death) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMNOM @@ -7367,7 +7386,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 387 (curved / lightning) +# tile 388 (curved / lightning) { MMMMMMMMMMMMMMMM MMMMMMMNOMMMMMMM @@ -7386,7 +7405,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 388 (forked) +# tile 389 (forked) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7405,7 +7424,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 389 (spiked) +# tile 390 (spiked) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7424,7 +7443,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 390 (jeweled) +# tile 391 (jeweled) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7443,7 +7462,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 391 (gold piece) +# tile 392 (gold piece) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7462,7 +7481,7 @@ P = (108, 145, 182) MMMMMMMMMHAMMMMM MMMMMMMMMMMHAMMM } -# tile 392 (white / dilithium crystal) +# tile 393 (white / dilithium crystal) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7481,7 +7500,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 393 (white / diamond) +# tile 394 (white / diamond) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7500,7 +7519,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 394 (red / ruby) +# tile 395 (red / ruby) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7519,7 +7538,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 395 (orange / jacinth) +# tile 396 (orange / jacinth) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7538,7 +7557,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 396 (blue / sapphire) +# tile 397 (blue / sapphire) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7557,7 +7576,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 397 (black / black opal) +# tile 398 (black / black opal) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7576,7 +7595,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 398 (green / emerald) +# tile 399 (green / emerald) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7595,7 +7614,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 399 (green / turquoise) +# tile 400 (green / turquoise) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7614,7 +7633,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 400 (yellow / citrine) +# tile 401 (yellow / citrine) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7633,7 +7652,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 401 (green / aquamarine) +# tile 402 (green / aquamarine) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7652,7 +7671,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 402 (yellowish brown / amber) +# tile 403 (yellowish brown / amber) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7671,7 +7690,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 403 (yellowish brown / topaz) +# tile 404 (yellowish brown / topaz) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7690,7 +7709,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 404 (black / jet) +# tile 405 (black / jet) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7709,7 +7728,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 405 (white / opal) +# tile 406 (white / opal) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7728,7 +7747,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 406 (yellow / chrysoberyl) +# tile 407 (yellow / chrysoberyl) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7747,7 +7766,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 407 (red / garnet) +# tile 408 (red / garnet) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7766,7 +7785,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 408 (violet / amethyst) +# tile 409 (violet / amethyst) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7785,7 +7804,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 409 (red / jasper) +# tile 410 (red / jasper) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7804,7 +7823,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 410 (violet / fluorite) +# tile 411 (violet / fluorite) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7823,7 +7842,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 411 (black / obsidian) +# tile 412 (black / obsidian) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7842,7 +7861,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 412 (orange / agate) +# tile 413 (orange / agate) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7861,7 +7880,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 413 (green / jade) +# tile 414 (green / jade) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7880,7 +7899,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 414 (white / worthless piece of white glass) +# tile 415 (white / worthless piece of white glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7899,7 +7918,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 415 (blue / worthless piece of blue glass) +# tile 416 (blue / worthless piece of blue glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7918,7 +7937,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 416 (red / worthless piece of red glass) +# tile 417 (red / worthless piece of red glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7937,7 +7956,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 417 (yellowish brown / worthless piece of yellowish brown glass) +# tile 418 (yellowish brown / worthless piece of yellowish brown glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7956,7 +7975,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 418 (orange / worthless piece of orange glass) +# tile 419 (orange / worthless piece of orange glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7975,7 +7994,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 419 (yellow / worthless piece of yellow glass) +# tile 420 (yellow / worthless piece of yellow glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -7994,7 +8013,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 420 (black / worthless piece of black glass) +# tile 421 (black / worthless piece of black glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8013,7 +8032,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 421 (green / worthless piece of green glass) +# tile 422 (green / worthless piece of green glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8032,7 +8051,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 422 (violet / worthless piece of violet glass) +# tile 423 (violet / worthless piece of violet glass) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8051,7 +8070,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 423 (gray / luckstone) +# tile 424 (gray / luckstone) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8070,7 +8089,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 424 (gray / loadstone) +# tile 425 (gray / loadstone) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8089,7 +8108,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 425 (gray / flint) +# tile 426 (gray / flint) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8108,7 +8127,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 426 (rock) +# tile 427 (rock) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8127,7 +8146,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 427 (boulder) +# tile 428 (boulder) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8146,7 +8165,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 428 (statue) +# tile 429 (statue) { MMMMMMMMMMMMMMMM MMMMMMMMJJMMMMMM @@ -8165,7 +8184,7 @@ P = (108, 145, 182) MMMMMJJJJJJAAMMM MMMMMMMMMMMMMMMM } -# tile 429 (heavy iron ball) +# tile 430 (heavy iron ball) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8184,7 +8203,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 430 (iron chain) +# tile 431 (iron chain) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8203,7 +8222,7 @@ P = (108, 145, 182) MMMMMMMMMMMPPMPA MMMMMMMMMMMMAAMM } -# tile 431 (splash of venom / blinding venom) +# tile 432 (splash of venom / blinding venom) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM @@ -8222,7 +8241,7 @@ P = (108, 145, 182) MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM } -# tile 432 (splash of venom / acid venom) +# tile 433 (splash of venom / acid venom) { MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMM