Mercurial > hg > early-roguelike
view xrogue/rogue.c @ 172:c199a15a2c70
Remove an extra '='.
This is a bug I can't blame on the original authors.
author | John "Elwin" Edwards |
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date | Thu, 23 Jul 2015 19:28:12 -0400 |
parents | aac28331e71d |
children | 0250220d8cdd |
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/* rogue.c - Global game variables XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T All rights reserved. Based on "Rogue: Exploring the Dungeons of Doom" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman All rights reserved. See the file LICENSE.TXT for full copyright and licensing information. */ #include <ctype.h> #include <curses.h> #include "rogue.h" /* * Now all the global variables */ struct trap traps[MAXTRAPS]; struct room rooms[MAXROOMS]; /* One for each room -- A level */ struct room *oldrp; /* Roomin(&player.t_oldpos) */ struct thing player; /* The rogue */ struct object *cur_armor; /* What a well dresssed rogue wears */ struct object *cur_ring[NUM_FINGERS]; /* Which rings are being worn */ struct object *cur_misc[NUM_MM]; /* which MM's are in use */ int cur_relic[MAXRELIC]; /* Currently used relics */ struct linked_list *lvl_obj = NULL; struct linked_list *mlist = NULL; struct linked_list *rlist = NULL; /* list of dead monsters to be reaped */ struct linked_list *tlist = NULL; /* list of monsters fallen down traps */ struct linked_list *monst_dead = NULL; /* monster killed by monster */ struct object *cur_weapon = NULL; int char_type = -1; /* what type of character is player */ int foodlev = 1; /* how fast he eats food */ int ntraps; /* Number of traps on this level */ int trader = 0; /* no. of purchases */ int curprice = -1; /* current price of item */ int seed; /* Random number seed */ int max_level; /* Deepest player has gone ever */ int cur_max; /* Deepest player has gone currently */ int prev_max; /* A flag indicating worm hole */ int move_free = 0; /* Movement check (io.c & actions.c) */ int mpos = 0; int level = 0; long purse = 0; int inpack = 0; int total = 0; int no_food = 0; /* how long has he gone with no food */ int foods_this_level = 0; /* foods made per level */ int count = 0; int food_left = STOMACHSIZE-MORETIME-1; int group = 1; int hungry_state = F_OKAY; int infest_dam=0; int lost_str=0; int lastscore = -1; int hold_count = 0; int trap_tries = 0; int chant_time = 0; int pray_time = 0; int spell_power = 0; long turns = 0; /* Number of turns player has taken */ int quest_item = 0; /* Item player is looking for */ int cols = 0; /* number of columns in terminal */ int lines = 0; /* number of lines on the terminal */ int nfloors = -1; /* Number of floors in this dungeon */ char curpurch[LINELEN]; /* name of item ready to buy */ char PLAYER = VPLAYER; /* what the player looks like */ char take; /* Thing the rogue is taking */ char prbuf[LINELEN*2]; /* Buffer for sprintfs */ char runch; /* Direction player is running */ char *s_names[MAXSCROLLS]; /* Names of the scrolls */ char *p_colors[MAXPOTIONS]; /* Colors of the potions */ char *r_stones[MAXRINGS]; /* Stone settings of the rings */ char *ws_made[MAXSTICKS]; /* What sticks are made of */ char whoami[LINELEN]; /* Name of player */ char huh[LINELEN]; /* The last message printed */ char *s_guess[MAXSCROLLS]; /* Players guess at what scroll is */ char *p_guess[MAXPOTIONS]; /* Players guess at what potion is */ char *r_guess[MAXRINGS]; /* Players guess at what ring is */ char *ws_guess[MAXSTICKS]; /* Players guess at what wand is */ char *m_guess[MAXMM]; /* Players guess at what MM is */ char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */ char file_name[LINELEN]; /* Save file name */ char score_file[LINELEN]; /* Score file name */ char home[LINELEN]; /* User's home directory */ WINDOW *cw; /* Window that the player sees */ WINDOW *hw; /* Used for the help command */ WINDOW *mw; /* Used to store monsters */ WINDOW *msgw; /* Used to display messages */ bool pool_teleport = FALSE; /* just teleported from a pool */ bool inwhgt = FALSE; /* true if from wghtchk() */ bool after; /* True if we want after daemons */ bool use_savedir = FALSE; /* Use common save location? */ bool waswizard; /* Was a wizard sometime */ bool s_know[MAXSCROLLS]; /* Does he know what a scroll does */ bool p_know[MAXPOTIONS]; /* Does he know what a potion does */ bool r_know[MAXRINGS]; /* Does he know what a ring does */ bool ws_know[MAXSTICKS]; /* Does he know what a stick does */ bool m_know[MAXMM]; /* Does he know what a MM does */ /* options */ bool playing = TRUE; /* Defaults */ bool running = FALSE; bool wizard = FALSE; bool notify = TRUE; bool fight_flush = FALSE; bool terse = FALSE; bool auto_pickup = FALSE; bool def_attr = FALSE; /* default attributes */ bool menu_overlay = TRUE; bool door_stop = TRUE; bool jump = TRUE; bool slow_invent = FALSE; bool firstmove = FALSE; bool askme = TRUE; bool in_shell = FALSE; bool daytime = TRUE; bool funfont = FALSE; FILE *scorefi = NULL; FILE *logfile = NULL; LEVTYPE levtype; /* what type of level am i'm on? */ char *nothing = "Nothing seems to happen. "; char *spacemsg = "--Press space to continue--"; char *morestr = " --More--"; char *retstr = "[Press return to continue]"; /* * This lays out all the class specific details * * Here are the beginning experience levels for all players. * All further experience levels are computed by muliplying by 2 * up through MAXDOUBLE. Then exp pts are calculated by adding * in the cap figure. You must change MAXDOUBLE if you change the * cap figure. */ struct character_types char_class[NUM_CHARTYPES] = { /* name exppts cap hitpts Base Maxlvl, Factor, Offset, Range */ { "fighter", 90, 1310720, 13, 10, 30, 2, 1, 3 }, { "ranger", 110, 2293760, 10, 10, 22, 2, 1, 2 }, { "paladin", 110, 1966080, 10, 10, 23, 2, 1, 2 }, { "magician", 105, 2129920, 9, 10, 24, 2, 1, 2 }, { "cleric", 105, 1802240, 9, 10, 24, 2, 1, 2 }, { "thief", 95, 1228800, 11, 10, 28, 2, 1, 3 }, { "assassin", 95, 1392640, 11, 10, 26, 2, 1, 3 }, { "druid", 105, 1638400, 9, 10, 24, 2, 1, 2 }, { "monk", 100, 1556480, 10, 10, 25, 2, 1, 2 }, { "monster", 0, 0, 8, 10, 20, 1, 0, 2 }, }; /* * This array lists the names of the character's abilities. It must be ordered * according to the ability definitions in rogue.h. */ struct words abilities[NUMABILITIES] = { "Intelligence", "Strength", "Wisdom", "Dexterity", "Constitution", "Charisma" }; /* * NOTE: the ordering of the points in this array is critical. They MUST * be listed in the following sequence: * * 7 4 6 * 1 0 2 * 5 3 8 */ coord grid[9] = {{0,0}, { 0,-1}, { 0, 1}, {-1, 0}, { 1, 0}, {-1,-1}, { 1, 1}, { 1,-1}, {-1, 1} }; struct death_type deaths[DEATHNUM] = { { D_ARROW, "an arrow"}, { D_DART, "a dart"}, { D_BOLT, "a bolt"}, { D_POISON, "poison"}, { D_POTION, "a cursed potion"}, { D_PETRIFY, "petrification"}, { D_SUFFOCATION, "suffocation"}, { D_INFESTATION, "a parasite"}, { D_DROWN, "drowning"}, { D_ROT, "body rot"}, { D_CONSTITUTION, "poor health"}, { D_STRENGTH, "being too weak"}, { D_SIGNAL, "a bug"}, { D_CHOKE, "dust of choking"}, { D_STRANGLE, "strangulation"}, { D_FALL, "a fall"}, { D_RELIC, "an artifact's wrath"}, { D_STARVATION, "starvation"}, { D_FOOD_CHOKE, "choking on food"}, { D_SCROLL, "reading a scroll"}, { D_FRIGHT, "being too frightened"}, { D_CRYSTAL, "being absorbed"}, { D_CARD, "the face of death"}, }; /* * weapons and their attributes */ struct init_weps weaps[MAXWEAPONS] = { { "mace", "2d10","2d10", NONE, ISMETAL, 6, 150, 15 }, { "long sword", "3d4", "2d8", NONE, ISMETAL, 5, 200, 25 }, { "short bow", "1d1", "1d1", NONE, 0, 8, 50, 4 }, { "arrow", "2d4", "1d6", BOW, ISMANY|ISMISL, 1, 5, 4 }, { "dagger", "2d8", "1d6", NONE, ISMETAL|ISMISL|ISMANY, 2,10,7}, { "rock", "2d4", "1d6", SLING, ISMANY|ISMISL, 1, 20, 3 }, { "two-handed sword","3d10","3d8", NONE, ISMETAL, 4, 250, 40 }, { "sling", "1d1", "1d1", NONE, 0, 8, 25, 3 }, { "dart", "2d4", "2d6", NONE, ISMANY|ISMISL, 2, 15, 7 }, { "crossbow", "1d1", "1d1", NONE, 0, 8, 75, 5 }, { "crossbow bolt", "2d4", "2d4", CROSSBOW, ISMANY|ISMISL, 1, 10, 5 }, { "spear", "2d6", "3d10", NONE, ISMISL, 7, 100, 15 }, { "trident", "3d6", "3d4", NONE, ISMETAL, 4, 200, 30 }, { "spetum", "2d6", "2d8", NONE, ISMETAL, 6, 150, 20 }, { "bardiche", "3d4", "2d10", NONE, ISMETAL, 5, 150, 25 }, { "pike", "2d8", "2d8", NONE, ISMETAL, 7, 100, 15 }, { "bastard sword", "3d8", "3d6", NONE, ISMETAL, 4, 175, 30 }, { "halberd", "2d8", "2d4", NONE, ISMETAL, 6, 100, 10 }, { "battle axe", "2d8", "3d8", NONE, ISMETAL, 5, 150, 15 }, } ; struct init_armor armors[MAXARMORS] = { { "leather armor", 10, 8, 200, 100 }, { "ring mail", 20, 7, 250, 200 }, { "studded leather armor", 30, 5, 320, 250 }, { "scale mail", 40, 7, 280, 250 }, { "padded armor", 50, 6, 350, 300 }, { "chain mail", 60, 6, 350, 600 }, { "splint mail", 70, 5, 370, 400 }, { "banded mail", 80, 5, 370, 350 }, { "plate mail", 90, 4, 400, 400 }, { "plate armor", 100, 3, 500, 450 }, }; struct magic_item things[NUMTHINGS] = { { "potion", 220, 10 }, /* potion */ { "scroll", 220, 30 }, /* scroll */ { "food", 190, 20 }, /* food */ { "weapon", 90, 0 }, /* weapon */ { "armor", 90, 0 }, /* armor */ { "ring", 70, 5 }, /* ring */ { "stick", 70, 0 }, /* stick */ { "miscellaneous magic", 50, 50 }, /* miscellaneous magic */ { "artifact", 0, 10 }, /* artifact */ }; struct magic_item s_magic[MAXSCROLLS] = { { "monster confusion", 40, 125, 0, 0 }, { "magic mapping", 60, 150, 0, 5 }, { "light", 60, 100, 15, 15 }, { "hold monster", 30, 200, 20, 20 }, { "sleep", 20, 150, 25, 0 }, { "enchantment", 130, 200, 15, 15 }, { "identify", 170, 100, 0, 20 }, { "scare monster", 40, 250, 20, 30 }, { "gold detection", 30, 110, 0, 0 }, { "teleportation", 60, 165, 20, 20 }, { "create monster", 20, 75, 0, 0 }, { "remove curse", 80, 120, 15, 15 }, { "petrification", 30, 185, 0, 0 }, { "genocide", 10, 300, 0, 0 }, { "cure disease", 80, 160, 0, 0 }, { "acquirement", 10, 700, 0, 5 }, { "protection", 30, 190, 10, 0 }, { "trap finding", 50, 180, 0, 0 }, { "runes", 20, 50, 0, 0 }, { "charm monster", 30, 275, 0, 20 }, }; struct magic_item p_magic[MAXPOTIONS] = { { "clear thought", 50, 180, 10, 5 }, { "gain ability", 160, 210, 10, 10 }, { "see invisible", 40, 150, 20, 20 }, { "healing", 140, 130, 15, 15 }, { "monster detection", 40, 120, 0, 0 }, { "magic detection", 70, 105, 0, 0 }, { "raise level", 10, 450, 10, 5 }, { "haste self", 50, 180, 20, 5 }, { "restore abilities", 130, 140, 0, 15 }, { "phasing", 60, 210, 10, 10 }, { "invisibility", 20, 230, 0, 10 }, { "flying", 50, 130, 0, 15 }, { "food detection", 20, 150, 0, 0 }, { "skill", 10, 200, 20, 5 }, { "fire resistance", 40, 250, 10, 5 }, { "cold resistance", 40, 250, 10, 5 }, { "lightning protection", 40, 250, 20, 5 }, { "poison", 30, 205, 25, 0 }, }; struct magic_item r_magic[MAXRINGS] = { { "protection", 60, 200, 25, 25 }, { "add strength", 50, 200, 25, 25 }, { "sustain ability", 50, 500, 0, 0 }, { "searching", 40, 400, 0, 0 }, { "extra sight", 60, 350, 0, 0 }, { "alertness", 40, 380, 0, 0 }, { "aggravate monster", 30, 100, 100, 0 }, { "dexterity", 50, 220, 25, 25 }, { "increase damage", 60, 220, 25, 25 }, { "regeneration", 40, 600, 0, 0 }, { "slow digestion", 50, 240, 20, 20 }, { "teleportation", 20, 100, 90, 0 }, { "stealth", 20, 300, 0, 0 }, { "add intelligence", 50, 240, 25, 25 }, { "increase wisdom", 40, 220, 25, 25 }, { "sustain health", 80, 500, 0, 0 }, { "carrying", 10, 100, 90, 0 }, { "illumination", 30, 520, 0, 0 }, { "delusion", 10, 100, 100, 0 }, { "fear", 20, 100, 75, 0 }, { "heroism", 50, 390, 0, 0 }, { "fire resistance", 40, 400, 0, 0 }, { "warmth", 40, 400, 0, 0 }, { "vampiric regeneration", 10,1000, 0, 0 }, { "free action", 40, 370, 0, 0 }, { "teleport control", 10, 700, 0, 0 }, }; struct magic_item ws_magic[MAXSTICKS] = { { "light", 80, 120, 15, 15 }, { "striking", 50, 115, 0, 0 }, { "lightning", 40, 200, 0, 0 }, { "fire", 30, 200, 0, 0 }, { "cold", 30, 200, 0, 0 }, { "polymorph", 80, 150, 0, 0 }, { "magic missile", 90, 170, 0, 0 }, { "slow", 70, 220, 20, 10 }, { "drain life", 50, 210, 20, 0 }, { "charging", 70, 400, 0, 0 }, { "teleport", 90, 140, 20, 10 }, { "cancellation", 50, 130, 0, 0 }, { "confusion", 30, 100, 20, 0 }, { "disintegration", 20, 300, 25, 0 }, { "petrification", 30, 240, 0, 0 }, { "paralyzation", 30, 180, 10, 0 }, { "degeneration", 30, 250, 20, 0 }, { "curing", 50, 250, 20, 5 }, { "wonder", 40, 110, 20, 20 }, { "fear", 40, 180, 0, 0 }, }; /* * WARNING: unique miscellaneous magic items must be put at the end * of this list. They MUST be the last items. The function * create_obj() in wizard.c depends on it. */ struct magic_item m_magic[MAXMM] = { { "alchemy jug", 40, 240, 0, 0 }, { "beaker of potions", 60, 300, 0, 0 }, { "book of spells", 60, 300, 0, 0 }, { "boots of elvenkind", 50, 500, 0, 0 }, { "bracers of defense", 80, 400, 20, 10 }, { "chime of opening", 30, 250, 0, 0 }, { "chime of hunger", 20, 100, 100, 0 }, { "cloak of displacement", 60, 500, 0, 0 }, { "cloak of protection", 80, 400, 20, 10 }, { "drums of panic", 60, 350, 0, 0 }, { "dust of disappearance", 30, 300, 0, 0 }, { "dust of choking", 30, 100, 100, 0 }, { "gauntlets of dexterity", 40, 600, 25, 0 }, { "gauntlets of ogre power", 40, 600, 25, 0 }, { "jewel of attacks", 50, 150, 100, 0 }, { "keoghtoms ointment", 60, 350, 0, 0 }, { "robe of powerlessness", 20, 100, 100, 0 }, { "gauntlets of fumbling", 30, 100, 100, 0 }, { "necklace of adaptation", 50, 500, 0, 0 }, { "necklace of strangulation", 30, 110, 100, 0 }, { "boots of dancing", 40, 120, 100, 0 }, { "book of skills", 30, 650, 0, 0 }, { "medicine crystal", 10, 800, 25, 5 }, }; struct magic_item rel_magic[MAXRELIC] = { { "Daggers of Musty Doit", 0, 50000, 0, 0}, { "Cloak of Emori", 0, 50000, 0, 0}, { "Ankh of Heil", 0, 50000, 0, 0}, { "Staff of Ming", 0, 50000, 0, 0}, { "Wand of Orcus", 0, 50000, 0, 0}, { "Rod of Asmodeus", 0, 50000, 0, 0}, { "Amulet of Yendor", 0, 50000, 0, 0}, { "Mandolin of Brian", 0, 50000, 0, 0}, { "Horn of Geryon", 0, 50000, 0, 0}, { "Morning Star of Hruggek", 0, 50000, 0, 0}, { "Flail of Yeenoghu", 0, 50000, 0, 0}, { "Eye of Vecna", 0, 50000, 0, 0}, { "Axe of Aklad", 0, 50000, 0, 0}, { "Quill of Nagrom", 0, 50000, 0, 0}, { "Amulet of Stonebones", 0, 50000, 0, 0}, { "Ring of Surtur", 0, 50000, 0, 0}, { "Card of Alteran", 0, 50000, 0, 0}, }; /* * food and fruits that you get */ struct magic_item foods[MAXFOODS] = { { "food ration", 690, 50, 750, 0}, { "apple", 10, 20, 300, 0}, { "banana", 30, 20, 300, 0}, { "blueberry", 30, 20, 300, 0}, { "candleberry", 10, 20, 300, 0}, { "caprifig", 20, 20, 300, 0}, { "dewberry", 10, 20, 300, 0}, { "elderberry", 30, 20, 300, 0}, { "gooseberry", 20, 20, 300, 0}, { "guanabana", 30, 20, 300, 0}, { "hagberry", 10, 20, 300, 0}, { "jaboticaba", 10, 20, 300, 0}, { "peach", 10, 20, 300, 0}, { "pitanga", 10, 20, 300, 0}, { "prickly pear", 10, 20, 300, 0}, { "rambutan", 10, 20, 300, 0}, { "sapodilla", 10, 20, 300, 0}, { "soursop", 10, 20, 300, 0}, { "strawberry", 10, 20, 300, 0}, { "sweetsop", 10, 20, 300, 0}, { "whortleberry", 10, 20, 300, 0}, { "slime-mold", 10, 10, 100, 0}, }; /* * these are the spells that a magician can cast */ struct spells magic_spells[MAXSPELLS] = { { P_TFIND, 3, TYP_POTION, 0 }, { S_IDENT, 5, TYP_SCROLL, 0 }, { S_LIGHT, 7, TYP_SCROLL, ISBLESSED }, { S_REMOVE, 10, TYP_SCROLL, 0 }, { S_FINDTRAPS, 15, TYP_SCROLL, 0 }, { P_FLY, 20, TYP_POTION, 0 }, { S_TELEP, 25, TYP_SCROLL, 0 }, { S_SLEEP, 30, TYP_SCROLL, 0 }, { P_SEEINVIS, 35, TYP_POTION, ISBLESSED }, { P_CLEAR, 40, TYP_POTION, 0 }, { WS_COLD, 45, TYP_STICK, 0 }, { P_PHASE, 50, TYP_POTION, 0 }, { WS_FIRE, 55, TYP_STICK, 0 }, { P_HASTE, 60, TYP_POTION, ISBLESSED }, { WS_ELECT, 65, TYP_STICK, 0 }, { S_HOLD, 70, TYP_SCROLL, ISBLESSED }, }; /* * these are the spells that a cleric can cast */ struct spells cleric_spells[MAXPRAYERS] = { { P_MFIND, 3, TYP_POTION, 0 }, { P_TFIND, 5, TYP_POTION, 0 }, { S_LIGHT, 7, TYP_SCROLL, ISBLESSED }, { S_REMOVE, 10, TYP_SCROLL, 0 }, { P_FFIND, 15, TYP_POTION, 0 }, { P_FLY, 20, TYP_POTION, 0 }, { P_HEALING, 25, TYP_POTION, 0 }, { S_CURING, 30, TYP_SCROLL, 0 }, { P_RESTORE, 35, TYP_POTION, 0 }, { S_MAP, 40, TYP_SCROLL, 0 }, { P_SEEINVIS, 45, TYP_POTION, ISBLESSED }, { P_CLEAR, 50, TYP_POTION, 0 }, { P_PHASE, 55, TYP_POTION, 0 }, { WS_CURING, 60, TYP_STICK, ISBLESSED }, { WS_PARALYZE, 65, TYP_STICK, 0 }, { S_ALLENCH, 70, TYP_SCROLL, 0 }, }; /* * these are the spells that a druid can chant */ struct spells druid_spells[MAXCHANTS] = { { P_MFIND, 3, TYP_POTION, 0 }, { P_TFIND, 5, TYP_POTION, 0 }, { S_LIGHT, 7, TYP_SCROLL, ISBLESSED }, { S_REMOVE, 10, TYP_SCROLL, 0 }, { S_FINDTRAPS, 15, TYP_SCROLL, 0 }, { S_CONFUSE, 20, TYP_SCROLL, 0 }, { P_FFIND, 25, TYP_POTION, 0 }, { P_HEALING, 30, TYP_POTION, 0 }, { S_MAP, 35, TYP_SCROLL, 0 }, { P_CLEAR, 40, TYP_POTION, 0 }, { P_COLD, 45, TYP_POTION, 0 }, { P_FIRE, 50, TYP_POTION, 0 }, { P_PHASE, 55, TYP_POTION, 0 }, { P_LIGHTNING, 60, TYP_POTION, 0 }, { S_CHARM, 65, TYP_SCROLL, ISBLESSED }, { S_HOLD, 70, TYP_SCROLL, ISBLESSED }, }; /* * these are the scrolls that a quill can write */ struct spells quill_scrolls[MAXQUILL] = { { S_GFIND, 5, }, { S_IDENT, 10, }, { S_LIGHT, 10, }, { S_REMOVE, 15, }, { S_MAP, 20, }, { S_CONFUSE, 25, }, { S_SLEEP, 30, }, { S_CURING, 40, }, { S_TELEP, 50, }, { S_SCARE, 60, }, { S_HOLD, 70, }, { S_PETRIFY, 80, }, { S_PROTECT, 90, }, { S_ALLENCH, 100, }, }; /* * Experience-level names of each character (see NUM_CNAMES in rogue.h) */ const char *cnames[NUM_CHARTYPES-1][NUM_CNAMES] = { { "Veteran", "Fighter", /* Fighter */ "Ruffian", "Tussler", "Swordsman", "Hero", "Bravo", "Picador", "Stalwart", "Bashar", "Swashbuckler", "Myrmidon", "Fusileer", "Pugilist", "Champion", "Superhero", "Warrior", "Lord", "Lord I", "Lord II", "Lord III", "Lord IV", "Lord V", "Lord VI", "Lord VII", "Warrior Lord" }, { "Runner", "Strider", /* Ranger */ "Warden", "Steward", "Scout", "Courser", "Tracker", "Guide", "Protector", "Bartizan", "Gendarme", "Sentinel", "Vigilant", "Pathfinder", "Guardian", "Overseer", "Castellan", "Ranger", "Lord Ranger I", "Lord Ranger II", "Lord Ranger III", "Lord Ranger IV", "Lord Ranger V", "Lord Ranger VI", "Lord Ranger VII", "Master Ranger" }, { "Gallant", "Keeper", /* Paladin */ "Bravado", "Brazen", "Protector", "Defender", "Warder", "Guardian", "Champion", "Bulwark", "Venturist", "Inspirator", "Chevalier", "Justiciar", "Undaunteer", "Plautus", "Knight", "Paladin", "Paladin I", "Paladin II", "Paladin III", "Paladin IV", "Paladin V", "Paladin VI", "Paladin VII", "Lord Paladin" }, { "Prestidigitator", "Evoker", /* Magic User */ "Summoner", "Invoker", "Conjurer", "Theurgist", "Illusionist", "Diviner", "Thaumaturgist", "Magician", "Thelemist", "Magus", "Enchanter", "Warlock", "Witch", "Shaman", "Sorcerer", "Wizard", "Wizard I", "Wizard II", "Wizard III", "Wizard IV", "Wizard V", "Wizard VI", "Wizard VII", "Lord Magus" }, { "Acolyte", "Adept", /* Cleric */ "Charmer", "Friar", "Priest", "Curate", "Vicar", "Deacon", "Sabiast", "Cabalist", "Prefect", "Canon", "Minister", "Cardinal", "Bishop", "Patriarch", "Exorcist", "Archdeacon", "High Priest I", "High Priest II", "High Priest III", "High Priest IV", "High Priest V", "High Priest VI", "High Priest VII", "Reverend Lord" }, { "Rogue", "Footpad", /* Thief */ "Cutpurse", "Robber", "Vagrant", "Truant", "Burglar", "Filcher", "Sharper", "Magsman", "Racketeer", "Prowler", "Crook", "Bounder", "Quisling", "Malfeasor", "Swindler", "Thief", "Master Thief I", "Master Thief II", "Master Thief III", "Master Thief IV", "Master Thief V", "Master Thief VI", "Master Thief VII", "Master Rogue" }, { "Bravo", "Rutterkin", /* Assassin */ "Waghalter", "Murderer", "Butcher", "Desperado", "Thug", "Killer", "Cutthroat", "Executioner", "Eradicator", "Obliterator", "Mechanic", "Wiseguy", "Nihilist", "Berserker", "Assassin", "Expert Assassin", "Prime Assassin I", "Prime Assassin II", "Prime Assassin III", "Prime Assassin IV", "Prime Assassin V", "Prime Assassin VI", "Prime Assassin VII", "Master Assassin" }, { "Aspirant", "Ovate", /* Druid */ "Practitioner", "Devoutist", "Initiate 1st Circle", "Initiate 2nd Circle", "Initiate 3rd Circle", "Initiate 4th Circle", "Initiate 5th Circle", "Initiate 6th Circle", "Initiate 7th Circle", "Initiate 8th Circle",