
"basic_without_lab"
{
  "WORKSHOP"
  {
      {item = {"Club"}    work = 3 cost = "WOOD" 10    tech = none      tutorialHighlight = SCHEDULE_CLUB}
      {{"LeatherArmor"}          6}
      {{"LeatherHelm"}           1}
      {{"LeatherBoots"}          2}
      {{"WoodenShield"}          2        "WOOD" 10}
      {{"LeatherGloves"}         1}
      {{"HeavyClub"}             5        "WOOD" 20      "two-handed weapons"}
      {{"Torch"}                 2        "WOOD" 4}
      {{"WoodenStaff"}           13       "WOOD" 20      "magical weapons"}
      {{"Cornuthaum1"}           5        none           "sorcery"}
      {{"Cornuthaum2"}           8        none      "advanced sorcery"}
      {{"Cornuthaum3"}           12       none      "master sorcery"}
      {item = {"ArchwoodStaff"}        work = 20  cost = none
          requireIngredient = "archwood" tech = "magical weapons"}
      {item = {"RedDragonArmor"}   work = 30  cost = none   requireIngredient = "red_scales" }
      {item = {"BlackDragonArmor"} work = 30  cost = none   requireIngredient = "black_scales" }
      {item = {"WhiteDragonArmor"} work = 30  cost = none   requireIngredient = "white_scales" }
      {item = {"GreenDragonArmor"} work = 30  cost = none   requireIngredient = "green_scales" }
      {item = {"YellowDragonArmor"}work = 30  cost = none   requireIngredient = "yellow_scales" }
      {item = {"DevilBoots"}       work = 30 cost = "WOOD" 0 requireIngredient = "devil_hooves" }
      {item = {"CyclopsHelm"}
       work = 30
       cost = none
       requireIngredient = "cyclops_testes"
      }
  }

  "ENCHANTED_WORKSHOP" inherit "WORKSHOP" append {}

  "FORGE"
  {
      {item = {"Sword"}          work = 10    cost = none   materialTab = true}
      {item = {"ChainArmor"}     work = 30    cost = none   materialTab = true}
      {item = {"IronHelm"}        work = 8    cost = none   materialTab = true}
      {item = {"IronBoots"}       work = 12   cost = none   materialTab = true}
      {item = {"IronGloves"}      work = 3    cost = none   materialTab = true}
      {item = {"IronShield"}      work = 12   cost = none   materialTab = true}
      {item = {"WarHammer"}       work = 16   cost = none   tech = "two-handed weapons"  materialTab = true}
      {item = {"BattleAxe"}       work = 22   cost = none   tech = "two-handed weapons"  materialTab = true}
      {item = {"AdaSword"}        work = 20   cost = none   materialTab = true}
      {item = {"AdaArmor"}        work = 30   cost = none   materialTab = true}
      {item = {"AdaHelm"}         work = 15   cost = none   materialTab = true}
      {item = {"AdaBoots"}        work = 15   cost = none   materialTab = true}
      {item = {"AdaGloves"}       work = 6    cost = none   materialTab = true}
      {item = {"AdaShield"}       work = 12   cost = none   materialTab = true}
      {item = {"AdaWarHammer"}    work = 20   cost = none   tech = "two-handed weapons"  materialTab = true}
      {item = {"AdaBattleAxe"}    work = 22   cost = none   tech = "two-handed weapons"  materialTab = true}
      {item = {"AdoxiumArmor"}    work = 30   cost = none   materialTab = true}
      {item = {"AdoxiumHelm"}     work = 15   cost = none   materialTab = true}
      {item = {"AdoxiumBoots"}    work = 15   cost = none   materialTab = true}
      {item = {"AdoxiumGloves"}   work = 6    cost = none   materialTab = true}
      {item = {"AdoxiumStaff"}    work = 20   cost = none   tech = "magical weapons"  materialTab = true}
      {item = {"InferniteSword"}        work = 20   cost = none   materialTab = true}
      {item = {"InferniteWarHammer"}    work = 20   cost = none   tech = "two-handed weapons"  materialTab = true}
      {item = {"InferniteBattleAxe"}    work = 22   cost = none   tech = "two-handed weapons"  materialTab = true}
  }

  "LAVA_FORGE" inherit "FORGE" append
  {
  }

Def OneTimeBoost()
  NoAutoAssign EquipmentType COMBAT_ITEM AI And {} -1 1 AI And {} 0 1
End

Def GasPotion(GasType, Desc)
  Potion Description Desc Area 1 EmitGas GasType 1
End

  "JEWELER"
  {
      {{Ring POISON_RESISTANT}               10       "GOLD" 20}
      {{Ring COLD_RESISTANT}                 10       "GOLD" 20}
      {{Ring FIRE_RESISTANT}                 10       "GOLD" 30}
      {{Ring MAGIC_RESISTANCE}               10       "GOLD" 30}
      {{Ring RESTED}                         10       "GOLD" 30}
      {{Ring SATIATED}                       10       "GOLD" 30}
      {{Ring FAST_CRAFTING}                  10       "GOLD" 40}
      {{Ring FAST_TRAINING}                  10       "GOLD" 40}
      {{Ring SPELL_DAMAGE}                   10       "GOLD" 40}
      {{Ring SPYING}                         10       "GOLD" 40}
      {{Amulet NIGHT_VISION}                 10       "GOLD" 20}
      {{Amulet ELF_VISION}                   10       "GOLD" 20}
      {{Amulet WARNING}                      10       "GOLD" 30}
      {{"DefenseAmulet"}                     10       "GOLD" 40}
      {{Amulet REGENERATION}                 10       "GOLD" 60}
  }

  "LAVA_JEWELER"
  {
    {{Glyph { ARMOR ItemAttrBonus DEFENSE 2 }} 10 "GOLD" 15}
    {{Glyph { WEAPON ItemAttrBonus DAMAGE 2 }} 10 "GOLD" 15}
    {{Glyph { WEAPON ItemAttrBonus SPELL_DAMAGE 2 }} 10 "GOLD" 15}
    {{Glyph { RANGED_WEAPON ItemAttrBonus RANGED_DAMAGE 3 }} 10 "GOLD" 15}
    {{Glyph { ARMOR ItemAttrBonus DEFENSE 8 }} 10 "GOLD" 100}
    {{Glyph { WEAPON ItemAttrBonus DAMAGE 8 }} 10 "GOLD" 100}
    {{Glyph { WEAPON ItemAttrBonus SPELL_DAMAGE 8 }} 10 "GOLD" 100}
    {{Glyph { RANGED_WEAPON ItemAttrBonus RANGED_DAMAGE 8 }} 10 "GOLD" 100}
  }
}

"basic" inherit "basic_without_lab"
append {
  "LABORATORY"
  {
      {{Potion Lasting SLOWED}               2        "GOLD" 2}
      {{Potion Lasting SLEEP}                2        "GOLD" 2}
      {{Potion Lasting POISON_RESISTANT}     4        "GOLD" 6}
      {{Potion Lasting SPEED}                4        "GOLD" 6}
      {{Potion Lasting TELEPATHY}            4        "GOLD" 6}
      {{Potion Lasting 50 REGENERATION}         4        "GOLD" 8}
      {{Potion Lasting POISON}               4        "GOLD" 8}
      {{Potion Lasting FLYING}               4        "GOLD" 8}
      {{Potion Heal { FLESH }}               4        "GOLD" 10      "advanced alchemy"}
      {{Potion Lasting BLIND}                4        "GOLD" 15      "advanced alchemy"}
      {{Potion Lasting 20 MELEE_RESISTANCE}     6        "GOLD" 20      "advanced alchemy"}
      {{Potion Lasting 20 MELEE_VULNERABILITY}  6        "GOLD" 40      "advanced alchemy"}
      {{Potion Lasting 20   MAGIC_VULNERABILITY}  6        "GOLD" 40      "advanced alchemy"}
      {{Potion Lasting INVISIBLE}            6        "GOLD" 20      "advanced alchemy"}
      {{Potion Heal { SPIRIT }}              4        "GOLD" 20      "advanced alchemy"}
      {{GasPotion("FOG", "Releases a fog cloud")} 4   "GOLD" 10      "advanced alchemy"}
      {{GasPotion("POISON_GAS", "Releases a cloud of poison gas")} 4   "GOLD" 30    "advanced alchemy"}
      {item = {Potion OneTimeBoost() IncreaseAttr DEFENSE 5} work = 20 cost = "GOLD" 100
          requireIngredient = "cyclops_brain" }
      {item = {Potion Lasting PLAGUE} work = 5 cost = "GOLD" 10 requireIngredient = "zombie_brain" }
      {item = {Potion OneTimeBoost() Permanent POISON_RESISTANT} work = 20 cost = "GOLD" 80
          requireIngredient = "hydra_tongue" }
      {item = {"ProphetSoup"} work = 20 requireIngredient = "prophet_remains" }
      {item = {Potion Name "mass insanity" Area 20 Lasting INSANITY}
          work = 50 cost = "GOLD" 666 requireIngredient = "devil_horns" }
      {{"GoldPiece"}                           1        "IRON" 3      "alchemical conversion"}
      {{"WoodPlank"}                           1        "GOLD" 1      "alchemical conversion"}
      {{"IronOre"}                             1        "GOLD" 1      "alchemical conversion"}
      {{"AdaOre"}                              1        "GOLD" 4      "alchemical conversion"}
      {{"Rock"}                                1        "GOLD" 1      "alchemical conversion"}
  }

  "ENCHANTED_LABORATORY"
  {
      {{Potion OneTimeBoost() Name "iron arms" Permanent IRON_ARMS }      20       "GOLD" 100}
      {{Potion OneTimeBoost() Name "thick skin" Permanent THICK_SKIN }     20       "GOLD" 100}
      {{Potion OneTimeBoost() Name "stable hand" Permanent STABLE_HAND }    20       "GOLD" 100}
      {{Potion OneTimeBoost() Name "piercing voice" Permanent PIERCING_VOICE }  20       "GOLD" 100}
      {{Potion OneTimeBoost() Name "venomous fangs"
          Description "Makes the victim grow a pair of venomous fangs"
          AddIntrinsicAttack HEAD { Intrinsic { "bite_attack" } "fangs" 5 {
          attackType = BITE
          attackMsg = BITE
          victimEffect = {0.2 Lasting POISON} } } }            50       "GOLD" 100}
      {{Potion OneTimeBoost() Name "horns"
          Description "Makes the victim grow a pair of horns"
          AddIntrinsicAttack HEAD { Intrinsic { "horn_attack" } "horns" 5 {
          attackType = STAB
          attackMsg = THRUST } } }            50       "GOLD" 100}
      {{Potion EquipmentType COMBAT_ITEM Name "keeper polymorph"
          Description "Permanently polymorphs a Keeper into a random creature"
          Filter CreatureStatus LEADER Polymorph none none}              50       "GOLD" 1000}
  }

}

"bows"
{
  "WORKSHOP"
  {
      {{"Bow"}                   13       "WOOD" 20      "archery"}
      {item = {"ArchwoodBow"}  work = 30 cost = "WOOD" 20 requireIngredient = "archwood" tech = "archery" }
  }

  "ENCHANTED_WORKSHOP" inherit "WORKSHOP" append {}
}

"crossbows"
{
  "WORKSHOP"
  {
      {{"Crossbow"}                   13       "WOOD" 20      "archery"}
      {item = {"ArchwoodCrossbow"}  work = 30 requireIngredient = "archwood" tech = "archery" }
  }

  "ENCHANTED_WORKSHOP" inherit "WORKSHOP" append {}
}

Def CORPUS(Id, Name, Resource, Tech, Slots)
  { item = {Assembled{ Id Name {FIGHTER AUTOMATON NO_LEISURE_ZONE} {AUTOMATONS_UPPER AUTOMATONS_LOWER} Slots}}
    work = 8 cost = Resource tech = Tech materialTab = true requiresUpgrades = true}
End

Def WORKER(Id, Color, Resource)
  { item = {Assembled{Id "drilling automaton" {FIGHTER AUTOMATON NO_LEISURE_ZONE}
        {AUTOMATONS_UPPER AUTOMATONS_LOWER} 1 { { "installed_legs" Rgb Color 255 }
            { "installed_drill" Rgb Color 255 }}}}
    work = 8 cost = Resource tech = "automatons" materialTab = true}
End

"gnomes"
{
  "WORKSHOP"
  {
      WORKER("AUTOMATON_WORKER_WOOD", 180 140 55, "WOOD" 40)
      CORPUS("AUTOMATON_CORPUS_WOOD", "automaton corpus", "WOOD" 30, "automatons", 3)
      CORPUS("LIGHT_AUTOMATON_CORPUS_WOOD", "light automaton corpus", "WOOD" 20, "automatons", 2)
      { item = {Assembled{ "HELICOPTER" "helicopterum" {FIGHTER AUTOMATON}
            {AUTOMATONS_UPPER} 1}}
        work = 8 cost = "WOOD" 10 tech = "aerodynamics" }
      {{"AutomatonLegsWood"}       2       "WOOD" 5    "automatons"}
      {{"AutomatonArmsWood"}       2       "WOOD" 5    "automatons"}
      {{"AutomatonDrillWood"}      2       "WOOD" 5    "automatons"}
      {{"AutomatonCraftingWood"}   2       "WOOD" 5    "automated crafting"}
      {{"ArcherHeadWood"}          2       "WOOD" 5    "advanced automatons"}
      {{"HumanoidHeadWood"}        2       "WOOD" 5    "automaton brains"}
  }
  "FORGE"
  {
      WORKER("AUTOMATON_WORKER_IRON", 140 148 148, "IRON" 40)
      CORPUS("AUTOMATON_CORPUS_IRON", "automaton corpus", "IRON" 30, "automatons", 3)
      CORPUS("LIGHT_AUTOMATON_CORPUS_IRON", "light automaton corpus", "IRON" 20, "automatons", 2)
      CORPUS("HEAVY_AUTOMATON_CORPUS_IRON", "heavy automaton corpus", "IRON" 40, "automatons", 3)
      { item = {"AutomatonLegsIron"} work = 2 tech = "automatons" materialTab = true}
      { item = {"AutomatonArmsIron"} work = 2 tech = "automatons" materialTab = true}
      { item = {"RepairAutomatonArmsIron"} work = 2 tech = "automated crafting" materialTab = true}
      { item = {"AutomatonDrillIron"} work = 2 tech = "automatons" materialTab = true}
      { item = {"AutomatonCraftingIron"} work = 2 tech = "automated crafting" materialTab = true}
      { item = {"ArcherHeadIron"} work = 2 tech = "advanced automatons" materialTab = true}
      { item = {"FireHeadIron"} work = 2 tech ="advanced automatons" materialTab = true}
      { item = {"OilHeadIron"} work = 2 tech ="advanced automatons" materialTab = true}
#      { item = {"AcidHeadIron"} work = 2 tech = "advanced automatons" materialTab = true}
      { item = {"HumanoidHeadIron"} work = 2 tech = "automaton brains" materialTab = true}
      WORKER("AUTOMATON_WORKER_ADA", 148 189 189, "ADA" 40)
      CORPUS("AUTOMATON_CORPUS_ADA", "automaton corpus", "ADA" 30, "automatons", 3)
      CORPUS("LIGHT_AUTOMATON_CORPUS_ADA", "light automaton corpus", "ADA" 20, "automatons", 2)
      CORPUS("HEAVY_AUTOMATON_CORPUS_ADA", "heavy automaton corpus", "ADA" 40, "automatons", 3)
      { item = {"AutomatonLegsAda"} work = 2 tech = "automatons" materialTab = true}
      { item = {"AutomatonArmsAda"} work = 2 tech = "automatons" materialTab = true}
      { item = {"RepairAutomatonArmsAda"} work = 2 tech = "automated crafting" materialTab = true}
      { item = {"AutomatonDrillAda"} work = 2 tech = "automatons" materialTab = true}
      { item = {"AutomatonCraftingAda"} work = 2 tech = "automated crafting" materialTab = true}
      { item = {"ArcherHeadAda"} work = 2 tech = "advanced automatons" materialTab = true}
      { item = {"FireHeadAda"} work = 2 tech = "advanced automatons" materialTab = true}
      { item = {"OilHeadAda"} work = 2 tech = "advanced automatons" materialTab = true}
      { item = {"AcidHeadAda"} work = 2 tech = "advanced automatons" materialTab = true}
      { item = {"HumanoidHeadAda"} work = 2 tech = "automaton brains" materialTab = true}
      CORPUS("AUTOMATON_CORPUS_INFERNITE", "automaton corpus", "INFERNITE" 30, "automatons", 3)
      CORPUS("LIGHT_AUTOMATON_CORPUS_INFERNITE", "light automaton corpus", "INFERNITE" 20, "automatons", 2)
      CORPUS("HEAVY_AUTOMATON_CORPUS_INFERNITE", "heavy automaton corpus", "INFERNITE" 40, "automatons", 3)
      { item = {"AutomatonLegsInfernite"} work = 2 tech = "automatons" materialTab = true}
      { item = {"AutomatonArmsInfernite"} work = 2 tech = "automatons" materialTab = true}
      { item = {"FireHeadInfernite"} work = 2 tech = "automatons" materialTab = true}
      CORPUS("AUTOMATON_CORPUS_ADOXIUM", "automaton corpus", "ADOXIUM" 30, "automatons", 3)
      CORPUS("LIGHT_AUTOMATON_CORPUS_ADOXIUM", "light automaton corpus", "ADOXIUM" 20, "automatons", 2)
      CORPUS("HEAVY_AUTOMATON_CORPUS_ADOXIUM", "heavy automaton corpus", "ADOXIUM" 40, "automatons", 3)
      { item = {"AutomatonLegsAdoxium"} work = 2 tech = "automatons" materialTab = true}
      { item = {"AutomatonArmsAdoxium"} work = 2 tech = "automatons" materialTab = true}
      { item = {"KaboomHead"} work = 3 tech = "explosives" materialTab = true}
      { item = {"InvisibilityHeadAdoxium"} work = 3 tech = "advanced automatons" materialTab = true}
      { item = {"TeleportHeadAdoxium"} work = 3 tech = "advanced automatons" materialTab = true}
  }
  "LAVA_FORGE" inherit "FORGE" append { }
  "LABORATORY"
  {
      {{Potion Fire{25}} 4 "GOLD" 5}
      {{Potion Name "more fire" Area 1 Fire{20}} 8 "GOLD" 10}
      {{Potion Lasting OIL} 4 "GOLD" 15}
  }
}

"morgue"
{
  "MORGUE"
  {
      { item = {Assembled{ "ZOMBIE_WORKER" "zombie worker" {NO_LIMIT FIGHTER WORKER} {BALSAM} 3}}
        work = 6 cost = "CORPSE" 1 }
      { item = {Assembled{ "ZOMBIE_ARTISAN" "zombie artisan" {NO_LIMIT FIGHTER} {BALSAM} 3 }}
        work = 12 cost = "CORPSE" 2 }
      { item = {Assembled{ "ZOMBIE_MAGE" "zombie mage" {NO_LIMIT FIGHTER} {BALSAM} 3 }}
        work = 16 cost = "CORPSE" 3 }
      { item = {Assembled{ "SKELETON_WARRIOR" "skeleton warrior" {NO_LIMIT FIGHTER} {BALSAM} 3 }}
        work = 8 cost = "CORPSE" 1 }
      { item = {Assembled{ "SKELETON_ARCHER" "skeleton archer" {NO_LIMIT FIGHTER} {BALSAM} 3 }}
        work = 8 cost = "CORPSE" 1 }
      { item = {Assembled{ "SKELETON_WOLF" "skeleton wolf" {NO_LIMIT FIGHTER} {BALSAM} 1 }}
        work = 4 cost = "CORPSE" 1 }
      { item = {Assembled{ "VAMPIRE" "vampire warrior" {NO_LIMIT FIGHTER} {BALSAM} 5}}
        work = 20 cost = "CORPSE" 4 tech = "advanced necromancy"}
      { item = {Assembled{ "VAMPIRE_BRUTE" "vampire brute" {NO_LIMIT FIGHTER} {BALSAM} 3}}
        work = 20 cost = "CORPSE" 4 tech = "advanced necromancy"}
      { item = {Assembled{ "VAMPIRE_LORD_NECRO" "vampire noble" {NO_LIMIT FIGHTER} {BALSAM} 5}}
        work = 20 cost = "CORPSE" 4 tech = "advanced necromancy"}
      { item = {Assembled{ "SKELETAL_ABOMINATION_PLAYER" "skeleton king" {NO_LIMIT FIGHTER}
            {BODY_PART} 199}}
        work = 50 cost = "CORPSE" 8 tech = "master necromancy"}
      { item = {Assembled{ "SLASHER" "slasher" {NO_LIMIT FIGHTER} {BALSAM} 3 }}
        work = 20 cost = "CORPSE" 6 tech = "master necromancy"}
      { item = {Assembled{ "JUGGERNAUT" "juggernaut" {NO_LIMIT FIGHTER} {BALSAM} 3 }}
        work = 20 cost = "CORPSE" 8 tech = "master necromancy"}
      { item = {Assembled{ "ABOMINATION_PLAYER" "zombie king" {NO_LIMIT FIGHTER} {BODY_PART} 199}}
        work = 50 cost = "CORPSE" 8 tech = "master necromancy"}
      { item = {Assembled{ "BONE_DRAGON" "bone dragon" {NO_LIMIT FIGHTER} {BALSAM} 7}}
        work = 100 requireIngredient = "dragon_corpse" tech = "master necromancy"}
  }
  "LABORATORY"
  {
      {{Balsam AddBodyPart HEAD 1 none}     2 "GOLD" 3 "embalming"}
      {{Balsam {AddBodyPart WING 2 none Permanent FLYING}}     4 "GOLD" 3 "embalming"}
      {{Balsam Permanent TELEPATHY}         4 "GOLD" 3 "embalming"}
      {{Balsam RemovePermanent SLOWED}      4 "GOLD" 3 "embalming"}
      {{Balsam Permanent SWARMER}           4 "GOLD" 3 "embalming"}
      {{Balsam Permanent NO_CARRY_LIMIT}    4 "GOLD" 3 "embalming"}
      {{Balsam IncreaseAttr DIGGING        15}                    4 "GOLD" 3 "embalming"}
      {{Balsam IncreaseMaxLevel DAMAGE        3}                  4 "GOLD" 3 "embalming"}
      {{Balsam IncreaseMaxLevel SPELL_DAMAGE  3}                  4 "GOLD" 3 "embalming"}
      {{Balsam IncreaseMaxLevel RANGED_DAMAGE 3}                  4 "GOLD" 3 "embalming"}
      {{Balsam Name "lesser damage bonus"        IncreaseAttr DAMAGE        3}   4 "GOLD" 3 "embalming"}
      {{Balsam Name "lesser defense bonus"       IncreaseAttr DEFENSE       3}   4 "GOLD" 3 "embalming"}
      {{Balsam Name "lesser ranged damage bonus" IncreaseAttr RANGED_DAMAGE 3}   4 "GOLD" 3 "embalming"}
      {{Balsam Name "lesser spell damage bonus"  IncreaseAttr  SPELL_DAMAGE 3}   4 "GOLD" 3 "embalming"}
      {{Balsam SpecialAttr DEFENSE    5  InTerritory}             4 "GOLD" 3 "embalming"}
      {{Balsam Permanent DARKNESS_SOURCE}   4 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "Limited life, damage boost" Description "Life limited to 2000 turns, +10 damage."
          { Lasting 2000 SUMMONED  IncreaseAttr DAMAGE 10 }}        8 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "Limited life, defense boost" Description "Life limited to 2000 turns, +10 defense."
          { Lasting 2000 SUMMONED  IncreaseAttr DEFENSE 10 }}       8 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "Limited life, ranged damage boost" Description "Life limited to 2000 turns, +10 ranged damage."
          { Lasting 2000 SUMMONED  IncreaseAttr RANGED_DAMAGE 10 }} 8 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "Limited life, spell damage boost" Description "Life limited to 2000 turns, +10 spell damage."
          { Lasting 2000 SUMMONED  IncreaseAttr SPELL_DAMAGE 10 }}  8 "GOLD" 5 "advanced embalming"}
      {{Balsam Permanent FAST_CRAFTING}                           8 "GOLD" 5 "advanced embalming"}
      {{Balsam Permanent FAST_TRAINING}                           8 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "greater damage bonus"        IncreaseAttr DAMAGE        5} 8 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "greater defense bonus"       IncreaseAttr DEFENSE       5} 8 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "greater ranged damage bonus" IncreaseAttr RANGED_DAMAGE 5} 8 "GOLD" 5 "advanced embalming"}
      {{Balsam Name "greater spell damage bonus"  IncreaseAttr  SPELL_DAMAGE 5} 8 "GOLD" 5 "advanced embalming"}
      {{Balsam IncreaseAttr "MORGUE" 25}                            8 "GOLD" 5 "advanced embalming"}
      {{Balsam IncreaseAttr "LABORATORY" 25}                        8 "GOLD" 5 "advanced embalming"}
      {{Balsam IncreaseAttr "FORGE" 25}                             8 "GOLD" 5 "advanced embalming"}
      {{Balsam IncreaseAttr "WORKSHOP" 25}                          8 "GOLD" 5 "advanced embalming"}
      {{Balsam { AddBodyPart ARM 2 none IncreaseAttr MULTI_WEAPON 25 }}
          8 "GOLD" 5 "advanced embalming"}
      {{Balsam SpecialAttr DEFENSE       15 InTerritory}           12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DAMAGE        15 CreatureStatus LEADER} 12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DAMAGE        15 Spellcaster }          12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DEFENSE       15 Not Humanoid }         12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DEFENSE       15 HatedBy HATE_DWARVES}  12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DAMAGE        15 HatedBy HATE_DWARVES}  12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr RANGED_DAMAGE 15 HatedBy HATE_DWARVES}  12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DEFENSE       15 HatedBy HATE_HUMANS}   12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DAMAGE        15 HatedBy HATE_HUMANS}   12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr RANGED_DAMAGE 15 HatedBy HATE_HUMANS}   12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DEFENSE       15 HatedBy HATE_DRAGONS}  12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DAMAGE        15 HatedBy HATE_DRAGONS}  12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr RANGED_DAMAGE 15 HatedBy HATE_DRAGONS}  12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DEFENSE       15 HatedBy HATE_ELVES}    12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr DAMAGE        15 HatedBy HATE_ELVES}    12 "GOLD" 10 "master embalming"}
      {{Balsam SpecialAttr RANGED_DAMAGE 15 HatedBy HATE_ELVES}    12 "GOLD" 10 "master embalming"}
  }
}

# Add more groups here, remember that you need to add your new group to your keeper in keeper_creatures.txt

