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/*
 *  File:       skills2.cc
 *  Summary:    More skill related functions.
 *  Written by: Linley Henzell
 */

#include "AppHdr.h"

#include "skills2.h"

#include <algorithm>
#include <string>
#include <sstream>

#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>

#include "artefact.h"
#include "cio.h"
#include "describe.h"
#include "externs.h"
#include "fight.h"
#include "itemprop.h"
#include "menu.h"
#include "player.h"
#include "species.h"
#include "stuff.h"
#include "tutorial.h"

typedef std::string (*string_fn)();
typedef std::map<std::string, string_fn> skill_op_map;

static skill_op_map Skill_Op_Map;

// The species for which the skill title is being worked out.
static species_type Skill_Species = SP_UNKNOWN;

struct skill_title_key_t {
    const char *key;
    string_fn op;

    skill_title_key_t(const char *k, string_fn o) : key(k), op(o)
    {
        Skill_Op_Map[k] = o;
    }

    static std::string get(const std::string &key)
    {
        skill_op_map::const_iterator i = Skill_Op_Map.find(key);
        return (i == Skill_Op_Map.end()? std::string() : (i->second)());
    }
};

typedef skill_title_key_t stk;

// Basic goals for titles:
// The higher titles must come last.
// Referring to the skill itself is fine ("Transmuter") but not impressive.
// No overlaps, high diversity.

// Replace @Adj@ with uppercase adjective form, @genus@ with lowercase genus,
// @Genus@ with uppercase genus, and %s with special cases defined below,
// including but not limited to species.

// NOTE:  Even though %s could be used with most of these, remember that
// the character's race will be listed on the next line.  It's only really
// intended for cases where things might be really awkward without it. -- bwr

// NOTE: If a skill name is changed, remember to also adapt the database entry.
const char *skills[50][6] =
{
  //  Skill name        levels 1-7       levels 8-14        levels 15-20       levels 21-26      level 27
    {"Fighting",       "Skirmisher",    "Fighter",         "Warrior",         "Slayer",         "Conqueror"},
    {"Short Blades",   "Cutter",        "Slicer",          "Swashbuckler",    "Blademaster",    "Eviscerator"},
    {"Long Blades",    "Slasher",       "Carver",          "Fencer",          "@Adj@ Blade",    "Swordmaster"},
    {"Axes",           "Chopper",       "Cleaver",         "Severer",         "Executioner",    "Axe Maniac"},
    {"Maces & Flails", "Cudgeler",      "Basher",          "Bludgeoner",      "Shatterer",      "Skullcrusher"},
    {"Polearms",       "Poker",         "Spear-Bearer",    "Impaler",         "Phalangite",     "@Adj@ Porcupine"},
    {"Staves",         "Twirler",       "Cruncher",        "Stickfighter",    "Pulveriser",     "Chief of Staff"},
    {"Slings",         "Vandal",        "Slinger",         "Whirler",         "Slingshot",      "@Adj@ Catapult"},
    {"Bows",           "Shooter",       "Archer",          "Marks@genus@",    "Crack Shot",     "Merry @Genus@"},
    {"Crossbows",      "Bolt Thrower",  "Quickloader",     "Sharpshooter",    "Sniper",         "@Adj@ Arbalest"},
    {"Throwing",       "Chucker",       "Thrower",         "Deadly Accurate", "Hawkeye",        "@Adj@ Ballista"},
    {"Armour",         "Covered",       "Protected",       "Tortoise",        "Impregnable",    "Invulnerable"},
    {"Dodging",        "Ducker",        "Nimble",          "Spry",            "Acrobat",        "Intangible"},
    {"Stealth",        "Sneak",         "Covert",          "Unseen",          "Imperceptible",  "Ninja"},
    {"Stabbing",       "Miscreant",     "Blackguard",      "Backstabber",     "Cutthroat",      "Politician"},
    {"Shields",        "Shield-Bearer", "Hoplite",         "Blocker",         "Peltast",        "@Adj@ Barricade"},
    {"Traps & Doors",  "Scout",         "Disarmer",        "Vigilant",        "Perceptive",     "Dungeon Master"},
    // STR based fighters, for DEX/martial arts titles see below
    {"Unarmed Combat", "Ruffian",       "Grappler",        "Brawler",         "Wrestler",       "@Weight@weight Champion"},

    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},

    {"Spellcasting",   "Magician",      "Thaumaturge",     "Eclecticist",     "Sorcerer",       "Archmage"},
    {"Conjurations",   "Ruinous",       "Conjurer",        "Destroyer",       "Devastator",     "Annihilator"},
    {"Enchantments",   "Charm-Maker",   "Infuser",         "Bewitcher",       "Enchanter",      "Spellbinder"},
    {"Summonings",     "Caller",        "Summoner",        "Convoker",        "Demonologist",   "Hellbinder"},
    {"Necromancy",     "Grave Robber",  "Reanimator",      "Necromancer",     "Thanatomancer",  "@Genus_Short@ of Death"},
    {"Translocations", "Grasshopper",   "Placeless @Genus@", "Blinker",       "Portalist",      "Plane @Walker@"},
    {"Transmutations", "Changer",       "Transmogrifier",  "Alchemist",       "Malleable",      "Shapeless @Genus@"},

    {"Fire Magic",     "Firebug",       "Arsonist",        "Scorcher",        "Pyromancer",     "Infernalist"},
    {"Ice Magic",      "Chiller",       "Frost Mage",      "Gelid",           "Cryomancer",     "Englaciator"},
    {"Air Magic",      "Gusty",         "Cloud Mage",      "Aerator",         "Anemomancer",    "Meteorologist"},
    {"Earth Magic",    "Digger",        "Geomancer",       "Earth Mage",      "Metallomancer",  "Petrodigitator"},
    {"Poison Magic",   "Stinger",       "Tainter",         "Polluter",        "Contaminator",   "Envenomancer"},

    // These titles apply to atheists only, worshippers of the various gods
    // use the god titles instead, depending on piety or, in Xom's case, mood.
    {"Invocations",    "Unbeliever",    "Agnostic",        "Dissident",       "Heretic",        "Apostate"},
    {"Evocations",     "Charlatan",     "Prestidigitator", "Fetichist",       "Evocator",       "Talismancer"},

    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL},
    {NULL}
};

const char *martial_arts_titles[6] =
    {"Unarmed Combat", "Insei", "Martial Artist", "Black Belt", "Sensei", "Grand Master"};

// The Human aptitude set of 100 for all skills allows to define all other
// species relative to Humans.

struct species_skill_aptitude
{
    species_type species;
    skill_type   skill;
    int aptitude;

    species_skill_aptitude(species_type _species,
                           skill_type _skill,
                           int _aptitude)
        : species(_species), skill(_skill), aptitude(_aptitude)
    {
    }
};

static inline species_skill_aptitude APT(species_type sp,
                                         skill_type sk,
                                         int aptitude)
{
    return species_skill_aptitude(sp, sk, aptitude);
}

static const species_skill_aptitude species_skill_aptitudes[] =
{
    // SP_HUMAN
    APT(SP_HUMAN,          SK_FIGHTING,       100),
    APT(SP_HUMAN,          SK_SHORT_BLADES,   100),
    APT(SP_HUMAN,          SK_LONG_BLADES,    100),
    APT(SP_HUMAN,          SK_AXES,           100),
    APT(SP_HUMAN,          SK_MACES_FLAILS,   100),
    APT(SP_HUMAN,          SK_POLEARMS,       100),
    APT(SP_HUMAN,          SK_STAVES,         100),
    APT(SP_HUMAN,          SK_SLINGS,         100),
    APT(SP_HUMAN,          SK_BOWS,           100),
    APT(SP_HUMAN,          SK_CROSSBOWS,      100),
    APT(SP_HUMAN,          SK_THROWING,       100),
    APT(SP_HUMAN,          SK_ARMOUR,         100),
    APT(SP_HUMAN,          SK_DODGING,        100),
    APT(SP_HUMAN,          SK_STEALTH,        100),
    APT(SP_HUMAN,          SK_STABBING,       100),
    APT(SP_HUMAN,          SK_SHIELDS,        100),
    APT(SP_HUMAN,          SK_TRAPS_DOORS,    100),
    APT(SP_HUMAN,          SK_UNARMED_COMBAT, 100),
    APT(SP_HUMAN,          SK_SPELLCASTING,   130),
    APT(SP_HUMAN,          SK_CONJURATIONS,   100),
    APT(SP_HUMAN,          SK_ENCHANTMENTS,   100),
    APT(SP_HUMAN,          SK_SUMMONINGS,     100),
    APT(SP_HUMAN,          SK_NECROMANCY,     100),
    APT(SP_HUMAN,          SK_TRANSLOCATIONS, 100),
    APT(SP_HUMAN,          SK_TRANSMUTATIONS, 100),
    APT(SP_HUMAN,          SK_FIRE_MAGIC,     100),
    APT(SP_HUMAN,          SK_ICE_MAGIC,      100),
    APT(SP_HUMAN,          SK_AIR_MAGIC,      100),
    APT(SP_HUMAN,          SK_EARTH_MAGIC,    100),
    APT(SP_HUMAN,          SK_POISON_MAGIC,   100),
    APT(SP_HUMAN,          SK_INVOCATIONS,     80),
    APT(SP_HUMAN,          SK_EVOCATIONS,      80),

    // SP_HIGH_ELF
    APT(SP_HIGH_ELF,       SK_FIGHTING,       100),
    APT(SP_HIGH_ELF,       SK_SHORT_BLADES,    70),
    APT(SP_HIGH_ELF,       SK_LONG_BLADES,     70),
    APT(SP_HIGH_ELF,       SK_AXES,           130),
    APT(SP_HIGH_ELF,       SK_MACES_FLAILS,   150),
    APT(SP_HIGH_ELF,       SK_POLEARMS,       150),
    APT(SP_HIGH_ELF,       SK_STAVES,         100),
    APT(SP_HIGH_ELF,       SK_SLINGS,         140),
    APT(SP_HIGH_ELF,       SK_BOWS,            60),
    APT(SP_HIGH_ELF,       SK_CROSSBOWS,      100),
    APT(SP_HIGH_ELF,       SK_THROWING,        80),
    APT(SP_HIGH_ELF,       SK_ARMOUR,         110),
    APT(SP_HIGH_ELF,       SK_DODGING,         90),
    APT(SP_HIGH_ELF,       SK_STEALTH,         90),
    APT(SP_HIGH_ELF,       SK_STABBING,       110),
    APT(SP_HIGH_ELF,       SK_SHIELDS,        110),
    APT(SP_HIGH_ELF,       SK_TRAPS_DOORS,    100),
    APT(SP_HIGH_ELF,       SK_UNARMED_COMBAT, 130),
    APT(SP_HIGH_ELF,       SK_SPELLCASTING,    90),
    APT(SP_HIGH_ELF,       SK_CONJURATIONS,    90),
    APT(SP_HIGH_ELF,       SK_ENCHANTMENTS,    70),
    APT(SP_HIGH_ELF,       SK_SUMMONINGS,     110),
    APT(SP_HIGH_ELF,       SK_NECROMANCY,     130),
    APT(SP_HIGH_ELF,       SK_TRANSLOCATIONS,  90),
    APT(SP_HIGH_ELF,       SK_TRANSMUTATIONS,  90),
    APT(SP_HIGH_ELF,       SK_FIRE_MAGIC,     100),
    APT(SP_HIGH_ELF,       SK_ICE_MAGIC,      100),
    APT(SP_HIGH_ELF,       SK_AIR_MAGIC,       70),
    APT(SP_HIGH_ELF,       SK_EARTH_MAGIC,    130),
    APT(SP_HIGH_ELF,       SK_POISON_MAGIC,   130),
    APT(SP_HIGH_ELF,       SK_INVOCATIONS,     80),
    APT(SP_HIGH_ELF,       SK_EVOCATIONS,      80),

    // SP_DEEP_ELF
    APT(SP_DEEP_ELF,       SK_FIGHTING,       150),
    APT(SP_DEEP_ELF,       SK_SHORT_BLADES,   100),
    APT(SP_DEEP_ELF,       SK_LONG_BLADES,    110),
    APT(SP_DEEP_ELF,       SK_AXES,           150),
    APT(SP_DEEP_ELF,       SK_MACES_FLAILS,   170),
    APT(SP_DEEP_ELF,       SK_POLEARMS,       170),
    APT(SP_DEEP_ELF,       SK_STAVES,         100),
    APT(SP_DEEP_ELF,       SK_SLINGS,         140),
    APT(SP_DEEP_ELF,       SK_BOWS,            80),
    APT(SP_DEEP_ELF,       SK_CROSSBOWS,      110),
    APT(SP_DEEP_ELF,       SK_THROWING,        80),
    APT(SP_DEEP_ELF,       SK_ARMOUR,         140),
    APT(SP_DEEP_ELF,       SK_DODGING,         70),
    APT(SP_DEEP_ELF,       SK_STEALTH,         70),
    APT(SP_DEEP_ELF,       SK_STABBING,        80),
    APT(SP_DEEP_ELF,       SK_SHIELDS,        140),
    APT(SP_DEEP_ELF,       SK_TRAPS_DOORS,    100),
    APT(SP_DEEP_ELF,       SK_UNARMED_COMBAT, 130),
    APT(SP_DEEP_ELF,       SK_SPELLCASTING,    70),
    APT(SP_DEEP_ELF,       SK_CONJURATIONS,    80),
    APT(SP_DEEP_ELF,       SK_ENCHANTMENTS,    50),
    APT(SP_DEEP_ELF,       SK_SUMMONINGS,      80),
    APT(SP_DEEP_ELF,       SK_NECROMANCY,      70),
    APT(SP_DEEP_ELF,       SK_TRANSLOCATIONS,  80),
    APT(SP_DEEP_ELF,       SK_TRANSMUTATIONS,  80),
    APT(SP_DEEP_ELF,       SK_FIRE_MAGIC,      90),
    APT(SP_DEEP_ELF,       SK_ICE_MAGIC,       90),
    APT(SP_DEEP_ELF,       SK_AIR_MAGIC,       80),
    APT(SP_DEEP_ELF,       SK_EARTH_MAGIC,    100),
    APT(SP_DEEP_ELF,       SK_POISON_MAGIC,    80),
    APT(SP_DEEP_ELF,       SK_INVOCATIONS,     80),
    APT(SP_DEEP_ELF,       SK_EVOCATIONS,      70),

    // SP_SLUDGE_ELF
    APT(SP_SLUDGE_ELF,     SK_FIGHTING,        80),
    APT(SP_SLUDGE_ELF,     SK_SHORT_BLADES,   110),
    APT(SP_SLUDGE_ELF,     SK_LONG_BLADES,    110),
    APT(SP_SLUDGE_ELF,     SK_AXES,           130),
    APT(SP_SLUDGE_ELF,     SK_MACES_FLAILS,   140),
    APT(SP_SLUDGE_ELF,     SK_POLEARMS,       140),
    APT(SP_SLUDGE_ELF,     SK_STAVES,         100),
    APT(SP_SLUDGE_ELF,     SK_SLINGS,         100),
    APT(SP_SLUDGE_ELF,     SK_BOWS,           100),
    APT(SP_SLUDGE_ELF,     SK_CROSSBOWS,      100),
    APT(SP_SLUDGE_ELF,     SK_THROWING,        70),
    APT(SP_SLUDGE_ELF,     SK_ARMOUR,         140),
    APT(SP_SLUDGE_ELF,     SK_DODGING,         70),
    APT(SP_SLUDGE_ELF,     SK_STEALTH,         80),
    APT(SP_SLUDGE_ELF,     SK_STABBING,       100),
    APT(SP_SLUDGE_ELF,     SK_SHIELDS,        130),
    APT(SP_SLUDGE_ELF,     SK_TRAPS_DOORS,    100),
    APT(SP_SLUDGE_ELF,     SK_UNARMED_COMBAT,  80),
    APT(SP_SLUDGE_ELF,     SK_SPELLCASTING,    90),
    APT(SP_SLUDGE_ELF,     SK_CONJURATIONS,   130),
    APT(SP_SLUDGE_ELF,     SK_ENCHANTMENTS,   130),
    APT(SP_SLUDGE_ELF,     SK_SUMMONINGS,      90),
    APT(SP_SLUDGE_ELF,     SK_NECROMANCY,      90),
    APT(SP_SLUDGE_ELF,     SK_TRANSLOCATIONS, 100),
    APT(SP_SLUDGE_ELF,     SK_TRANSMUTATIONS,  60),
    APT(SP_SLUDGE_ELF,     SK_FIRE_MAGIC,      80),
    APT(SP_SLUDGE_ELF,     SK_ICE_MAGIC,       80),
    APT(SP_SLUDGE_ELF,     SK_AIR_MAGIC,       80),
    APT(SP_SLUDGE_ELF,     SK_EARTH_MAGIC,     80),
    APT(SP_SLUDGE_ELF,     SK_POISON_MAGIC,    80),
    APT(SP_SLUDGE_ELF,     SK_INVOCATIONS,     80),
    APT(SP_SLUDGE_ELF,     SK_EVOCATIONS,      80),

    // SP_MOUNTAIN_DWARF
    APT(SP_MOUNTAIN_DWARF, SK_FIGHTING,        70),
    APT(SP_MOUNTAIN_DWARF, SK_SHORT_BLADES,    80),
    APT(SP_MOUNTAIN_DWARF, SK_LONG_BLADES,     90),
    APT(SP_MOUNTAIN_DWARF, SK_AXES,            70),
    APT(SP_MOUNTAIN_DWARF, SK_MACES_FLAILS,    70),
    APT(SP_MOUNTAIN_DWARF, SK_POLEARMS,       110),
    APT(SP_MOUNTAIN_DWARF, SK_STAVES,         120),
    APT(SP_MOUNTAIN_DWARF, SK_SLINGS,         120),
    APT(SP_MOUNTAIN_DWARF, SK_BOWS,           150),
    APT(SP_MOUNTAIN_DWARF, SK_CROSSBOWS,       90),
    APT(SP_MOUNTAIN_DWARF, SK_THROWING,       120),
    APT(SP_MOUNTAIN_DWARF, SK_ARMOUR,          60),
    APT(SP_MOUNTAIN_DWARF, SK_DODGING,        110),
    APT(SP_MOUNTAIN_DWARF, SK_STEALTH,        150),
    APT(SP_MOUNTAIN_DWARF, SK_STABBING,       130),
    APT(SP_MOUNTAIN_DWARF, SK_SHIELDS,         70),
    APT(SP_MOUNTAIN_DWARF, SK_TRAPS_DOORS,     80),
    APT(SP_MOUNTAIN_DWARF, SK_UNARMED_COMBAT, 100),
    APT(SP_MOUNTAIN_DWARF, SK_SPELLCASTING,   210),
    APT(SP_MOUNTAIN_DWARF, SK_CONJURATIONS,   120),
    APT(SP_MOUNTAIN_DWARF, SK_ENCHANTMENTS,   150),
    APT(SP_MOUNTAIN_DWARF, SK_SUMMONINGS,     150),
    APT(SP_MOUNTAIN_DWARF, SK_NECROMANCY,     160),
    APT(SP_MOUNTAIN_DWARF, SK_TRANSLOCATIONS, 150),
    APT(SP_MOUNTAIN_DWARF, SK_TRANSMUTATIONS, 120),
    APT(SP_MOUNTAIN_DWARF, SK_FIRE_MAGIC,      70),
    APT(SP_MOUNTAIN_DWARF, SK_ICE_MAGIC,      130),
    APT(SP_MOUNTAIN_DWARF, SK_AIR_MAGIC,      150),
    APT(SP_MOUNTAIN_DWARF, SK_EARTH_MAGIC,     70),
    APT(SP_MOUNTAIN_DWARF, SK_POISON_MAGIC,   130),
    APT(SP_MOUNTAIN_DWARF, SK_INVOCATIONS,     80),
    APT(SP_MOUNTAIN_DWARF, SK_EVOCATIONS,      70),

    // SP_HALFLING
    APT(SP_HALFLING,       SK_FIGHTING,       120),
    APT(SP_HALFLING,       SK_SHORT_BLADES,    60),
    APT(SP_HALFLING,       SK_LONG_BLADES,    100),
    APT(SP_HALFLING,       SK_AXES,           120),
    APT(SP_HALFLING,       SK_MACES_FLAILS,   150),
    APT(SP_HALFLING,       SK_POLEARMS,       160),
    APT(SP_HALFLING,       SK_STAVES,         130),
    APT(SP_HALFLING,       SK_SLINGS,          50),
    APT(SP_HALFLING,       SK_BOWS,            70),
    APT(SP_HALFLING,       SK_CROSSBOWS,       90),
    APT(SP_HALFLING,       SK_THROWING,        60),
    APT(SP_HALFLING,       SK_ARMOUR,         150),
    APT(SP_HALFLING,       SK_DODGING,         70),
    APT(SP_HALFLING,       SK_STEALTH,         60),
    APT(SP_HALFLING,       SK_STABBING,        70),
    APT(SP_HALFLING,       SK_SHIELDS,         90),
    APT(SP_HALFLING,       SK_TRAPS_DOORS,    100),
    APT(SP_HALFLING,       SK_UNARMED_COMBAT, 140),
    APT(SP_HALFLING,       SK_SPELLCASTING,   170),
    APT(SP_HALFLING,       SK_CONJURATIONS,   130),
    APT(SP_HALFLING,       SK_ENCHANTMENTS,   100),
    APT(SP_HALFLING,       SK_SUMMONINGS,     120),
    APT(SP_HALFLING,       SK_NECROMANCY,     150),
    APT(SP_HALFLING,       SK_TRANSLOCATIONS, 100),
    APT(SP_HALFLING,       SK_TRANSMUTATIONS, 150),
    APT(SP_HALFLING,       SK_FIRE_MAGIC,     100),
    APT(SP_HALFLING,       SK_ICE_MAGIC,      100),
    APT(SP_HALFLING,       SK_AIR_MAGIC,       90),
    APT(SP_HALFLING,       SK_EARTH_MAGIC,    100),
    APT(SP_HALFLING,       SK_POISON_MAGIC,   120),
    APT(SP_HALFLING,       SK_INVOCATIONS,     80),
    APT(SP_HALFLING,       SK_EVOCATIONS,      70),

    // SP_HILL_ORC
    APT(SP_HILL_ORC,       SK_FIGHTING,        70),
    APT(SP_HILL_ORC,       SK_SHORT_BLADES,   100),
    APT(SP_HILL_ORC,       SK_LONG_BLADES,     80),
    APT(SP_HILL_ORC,       SK_AXES,            70),
    APT(SP_HILL_ORC,       SK_MACES_FLAILS,    80),
    APT(SP_HILL_ORC,       SK_POLEARMS,        80),
    APT(SP_HILL_ORC,       SK_STAVES,         110),
    APT(SP_HILL_ORC,       SK_SLINGS,         130),
    APT(SP_HILL_ORC,       SK_BOWS,           120),
    APT(SP_HILL_ORC,       SK_CROSSBOWS,      120),
    APT(SP_HILL_ORC,       SK_THROWING,       100),
    APT(SP_HILL_ORC,       SK_ARMOUR,          90),
    APT(SP_HILL_ORC,       SK_DODGING,        140),
    APT(SP_HILL_ORC,       SK_STEALTH,        150),
    APT(SP_HILL_ORC,       SK_STABBING,        70),
    APT(SP_HILL_ORC,       SK_SHIELDS,         80),
    APT(SP_HILL_ORC,       SK_TRAPS_DOORS,    100),
    APT(SP_HILL_ORC,       SK_UNARMED_COMBAT,  90),
    APT(SP_HILL_ORC,       SK_SPELLCASTING,   200),
    APT(SP_HILL_ORC,       SK_CONJURATIONS,   100),
    APT(SP_HILL_ORC,       SK_ENCHANTMENTS,   120),
    APT(SP_HILL_ORC,       SK_SUMMONINGS,     100),
    APT(SP_HILL_ORC,       SK_NECROMANCY,     100),
    APT(SP_HILL_ORC,       SK_TRANSLOCATIONS, 150),
    APT(SP_HILL_ORC,       SK_TRANSMUTATIONS, 160),
    APT(SP_HILL_ORC,       SK_FIRE_MAGIC,     100),
    APT(SP_HILL_ORC,       SK_ICE_MAGIC,      100),
    APT(SP_HILL_ORC,       SK_AIR_MAGIC,      150),
    APT(SP_HILL_ORC,       SK_EARTH_MAGIC,    100),
    APT(SP_HILL_ORC,       SK_POISON_MAGIC,   110),
    APT(SP_HILL_ORC,       SK_INVOCATIONS,     80),
    APT(SP_HILL_ORC,       SK_EVOCATIONS,      80),

    // SP_KOBOLD
    APT(SP_KOBOLD,         SK_FIGHTING,        80),
    APT(SP_KOBOLD,         SK_SHORT_BLADES,    60),
    APT(SP_KOBOLD,         SK_LONG_BLADES,    140),
    APT(SP_KOBOLD,         SK_AXES,           110),
    APT(SP_KOBOLD,         SK_MACES_FLAILS,   100),
    APT(SP_KOBOLD,         SK_POLEARMS,       150),
    APT(SP_KOBOLD,         SK_STAVES,         110),
    APT(SP_KOBOLD,         SK_SLINGS,          70),
    APT(SP_KOBOLD,         SK_BOWS,            90),
    APT(SP_KOBOLD,         SK_CROSSBOWS,       80),
    APT(SP_KOBOLD,         SK_THROWING,        60),
    APT(SP_KOBOLD,         SK_ARMOUR,         140),
    APT(SP_KOBOLD,         SK_DODGING,         70),
    APT(SP_KOBOLD,         SK_STEALTH,         60),
    APT(SP_KOBOLD,         SK_STABBING,        70),
    APT(SP_KOBOLD,         SK_SHIELDS,        130),
    APT(SP_KOBOLD,         SK_TRAPS_DOORS,    100),
    APT(SP_KOBOLD,         SK_UNARMED_COMBAT, 100),
    APT(SP_KOBOLD,         SK_SPELLCASTING,   140),
    APT(SP_KOBOLD,         SK_CONJURATIONS,   110),
    APT(SP_KOBOLD,         SK_ENCHANTMENTS,   110),
    APT(SP_KOBOLD,         SK_SUMMONINGS,     110),
    APT(SP_KOBOLD,         SK_NECROMANCY,     110),
    APT(SP_KOBOLD,         SK_TRANSLOCATIONS, 100),
    APT(SP_KOBOLD,         SK_TRANSMUTATIONS, 110),
    APT(SP_KOBOLD,         SK_FIRE_MAGIC,     100),
    APT(SP_KOBOLD,         SK_ICE_MAGIC,      100),
    APT(SP_KOBOLD,         SK_AIR_MAGIC,      100),
    APT(SP_KOBOLD,         SK_EARTH_MAGIC,    100),
    APT(SP_KOBOLD,         SK_POISON_MAGIC,   100),
    APT(SP_KOBOLD,         SK_INVOCATIONS,     80),
    APT(SP_KOBOLD,         SK_EVOCATIONS,      60),

    // SP_MUMMY
    APT(SP_MUMMY,          SK_FIGHTING,       100),
    APT(SP_MUMMY,          SK_SHORT_BLADES,   140),
    APT(SP_MUMMY,          SK_LONG_BLADES,    140),
    APT(SP_MUMMY,          SK_AXES,           140),
    APT(SP_MUMMY,          SK_MACES_FLAILS,   140),
    APT(SP_MUMMY,          SK_POLEARMS,       140),
    APT(SP_MUMMY,          SK_STAVES,         140),
    APT(SP_MUMMY,          SK_SLINGS,         140),
    APT(SP_MUMMY,          SK_BOWS,           140),
    APT(SP_MUMMY,          SK_CROSSBOWS,      140),
    APT(SP_MUMMY,          SK_THROWING,       140),
    APT(SP_MUMMY,          SK_ARMOUR,         140),
    APT(SP_MUMMY,          SK_DODGING,        140),
    APT(SP_MUMMY,          SK_STEALTH,        140),
    APT(SP_MUMMY,          SK_STABBING,       140),
    APT(SP_MUMMY,          SK_SHIELDS,        140),
    APT(SP_MUMMY,          SK_TRAPS_DOORS,    140),
    APT(SP_MUMMY,          SK_UNARMED_COMBAT, 140),
    APT(SP_MUMMY,          SK_SPELLCASTING,   130),
    APT(SP_MUMMY,          SK_CONJURATIONS,   140),
    APT(SP_MUMMY,          SK_ENCHANTMENTS,   140),
    APT(SP_MUMMY,          SK_SUMMONINGS,     140),
    APT(SP_MUMMY,          SK_NECROMANCY,     100),
    APT(SP_MUMMY,          SK_TRANSLOCATIONS, 140),
    APT(SP_MUMMY,          SK_TRANSMUTATIONS, 140),
    APT(SP_MUMMY,          SK_FIRE_MAGIC,     140),
    APT(SP_MUMMY,          SK_ICE_MAGIC,      140),
    APT(SP_MUMMY,          SK_AIR_MAGIC,      140),
    APT(SP_MUMMY,          SK_EARTH_MAGIC,    140),
    APT(SP_MUMMY,          SK_POISON_MAGIC,   140),
    APT(SP_MUMMY,          SK_INVOCATIONS,    110),
    APT(SP_MUMMY,          SK_EVOCATIONS,     110),

    // SP_NAGA
    APT(SP_NAGA,           SK_FIGHTING,       100),
    APT(SP_NAGA,           SK_SHORT_BLADES,   100),
    APT(SP_NAGA,           SK_LONG_BLADES,    100),
    APT(SP_NAGA,           SK_AXES,           100),
    APT(SP_NAGA,           SK_MACES_FLAILS,   100),
    APT(SP_NAGA,           SK_POLEARMS,       100),
    APT(SP_NAGA,           SK_STAVES,         120),
    APT(SP_NAGA,           SK_SLINGS,         120),
    APT(SP_NAGA,           SK_BOWS,           120),
    APT(SP_NAGA,           SK_CROSSBOWS,      120),
    APT(SP_NAGA,           SK_THROWING,       120),
    APT(SP_NAGA,           SK_ARMOUR,         150),
    APT(SP_NAGA,           SK_DODGING,        150),
    APT(SP_NAGA,           SK_STEALTH,         40),
    APT(SP_NAGA,           SK_STABBING,       100),
    APT(SP_NAGA,           SK_SHIELDS,        140),
    APT(SP_NAGA,           SK_TRAPS_DOORS,    100),
    APT(SP_NAGA,           SK_UNARMED_COMBAT, 100),
    APT(SP_NAGA,           SK_SPELLCASTING,   130),
    APT(SP_NAGA,           SK_CONJURATIONS,   100),
    APT(SP_NAGA,           SK_ENCHANTMENTS,   100),
    APT(SP_NAGA,           SK_SUMMONINGS,     100),
    APT(SP_NAGA,           SK_NECROMANCY,     100),
    APT(SP_NAGA,           SK_TRANSLOCATIONS, 100),
    APT(SP_NAGA,           SK_TRANSMUTATIONS, 100),
    APT(SP_NAGA,           SK_FIRE_MAGIC,     100),
    APT(SP_NAGA,           SK_ICE_MAGIC,      100),
    APT(SP_NAGA,           SK_AIR_MAGIC,      100),
    APT(SP_NAGA,           SK_EARTH_MAGIC,    100),
    APT(SP_NAGA,           SK_POISON_MAGIC,    60),
    APT(SP_NAGA,           SK_INVOCATIONS,     80),
    APT(SP_NAGA,           SK_EVOCATIONS,      80),

    // SP_OGRE
    APT(SP_OGRE,           SK_FIGHTING,        70),
    APT(SP_OGRE,           SK_SHORT_BLADES,   200),
    APT(SP_OGRE,           SK_LONG_BLADES,    180),
    APT(SP_OGRE,           SK_AXES,           180),
    APT(SP_OGRE,           SK_MACES_FLAILS,    90),
    APT(SP_OGRE,           SK_POLEARMS,       110),
    APT(SP_OGRE,           SK_STAVES,         120),
    APT(SP_OGRE,           SK_SLINGS,         180),
    APT(SP_OGRE,           SK_BOWS,           180),
    APT(SP_OGRE,           SK_CROSSBOWS,      180),
    APT(SP_OGRE,           SK_THROWING,        80),
    APT(SP_OGRE,           SK_ARMOUR,         150),
    APT(SP_OGRE,           SK_DODGING,        120),
    APT(SP_OGRE,           SK_STEALTH,        150),
    APT(SP_OGRE,           SK_STABBING,       150),
    APT(SP_OGRE,           SK_SHIELDS,        120),
    APT(SP_OGRE,           SK_TRAPS_DOORS,    150),
    APT(SP_OGRE,           SK_UNARMED_COMBAT, 110),
    APT(SP_OGRE,           SK_SPELLCASTING,    90),
    APT(SP_OGRE,           SK_CONJURATIONS,   160),
    APT(SP_OGRE,           SK_ENCHANTMENTS,   160),
    APT(SP_OGRE,           SK_SUMMONINGS,     160),
    APT(SP_OGRE,           SK_NECROMANCY,     160),
    APT(SP_OGRE,           SK_TRANSLOCATIONS, 160),
    APT(SP_OGRE,           SK_TRANSMUTATIONS, 160),
    APT(SP_OGRE,           SK_FIRE_MAGIC,     160),
    APT(SP_OGRE,           SK_ICE_MAGIC,      160),
    APT(SP_OGRE,           SK_AIR_MAGIC,      160),
    APT(SP_OGRE,           SK_EARTH_MAGIC,    160),
    APT(SP_OGRE,           SK_POISON_MAGIC,   160),
    APT(SP_OGRE,           SK_INVOCATIONS,     80),
    APT(SP_OGRE,           SK_EVOCATIONS,     120),

    // SP_TROLL
    APT(SP_TROLL,          SK_FIGHTING,       140),
    APT(SP_TROLL,          SK_SHORT_BLADES,   150),
    APT(SP_TROLL,          SK_LONG_BLADES,    150),
    APT(SP_TROLL,          SK_AXES,           150),
    APT(SP_TROLL,          SK_MACES_FLAILS,   130),
    APT(SP_TROLL,          SK_POLEARMS,       150),
    APT(SP_TROLL,          SK_STAVES,         150),
    APT(SP_TROLL,          SK_SLINGS,         180),
    APT(SP_TROLL,          SK_BOWS,           180),
    APT(SP_TROLL,          SK_CROSSBOWS,      180),
    APT(SP_TROLL,          SK_THROWING,       130),
    APT(SP_TROLL,          SK_ARMOUR,         150),
    APT(SP_TROLL,          SK_DODGING,        130),
    APT(SP_TROLL,          SK_STEALTH,        250),
    APT(SP_TROLL,          SK_STABBING,       150),
    APT(SP_TROLL,          SK_SHIELDS,        150),
    APT(SP_TROLL,          SK_TRAPS_DOORS,    200),
    APT(SP_TROLL,          SK_UNARMED_COMBAT, 100),
    APT(SP_TROLL,          SK_SPELLCASTING,   260),
    APT(SP_TROLL,          SK_CONJURATIONS,   160),
    APT(SP_TROLL,          SK_ENCHANTMENTS,   200),
    APT(SP_TROLL,          SK_SUMMONINGS,     160),
    APT(SP_TROLL,          SK_NECROMANCY,     150),
    APT(SP_TROLL,          SK_TRANSLOCATIONS, 160),
    APT(SP_TROLL,          SK_TRANSMUTATIONS, 160),
    APT(SP_TROLL,          SK_FIRE_MAGIC,     160),
    APT(SP_TROLL,          SK_ICE_MAGIC,      160),
    APT(SP_TROLL,          SK_AIR_MAGIC,      200),
    APT(SP_TROLL,          SK_EARTH_MAGIC,    120),
    APT(SP_TROLL,          SK_POISON_MAGIC,   160),
    APT(SP_TROLL,          SK_INVOCATIONS,    110),
    APT(SP_TROLL,          SK_EVOCATIONS,     140),

    // SP_RED_DRACONIAN
    APT(SP_RED_DRACONIAN,  SK_FIGHTING,        90),
    APT(SP_RED_DRACONIAN,  SK_SHORT_BLADES,   100),
    APT(SP_RED_DRACONIAN,  SK_LONG_BLADES,    100),
    APT(SP_RED_DRACONIAN,  SK_AXES,           100),
    APT(SP_RED_DRACONIAN,  SK_MACES_FLAILS,   100),
    APT(SP_RED_DRACONIAN,  SK_POLEARMS,       100),
    APT(SP_RED_DRACONIAN,  SK_STAVES,         100),
    APT(SP_RED_DRACONIAN,  SK_SLINGS,         120),
    APT(SP_RED_DRACONIAN,  SK_BOWS,           120),
    APT(SP_RED_DRACONIAN,  SK_CROSSBOWS,      120),
    APT(SP_RED_DRACONIAN,  SK_THROWING,       120),
    APT(SP_RED_DRACONIAN,  SK_ARMOUR,         200),
    APT(SP_RED_DRACONIAN,  SK_DODGING,        120),
    APT(SP_RED_DRACONIAN,  SK_STEALTH,        120),
    APT(SP_RED_DRACONIAN,  SK_STABBING,       100),
    APT(SP_RED_DRACONIAN,  SK_SHIELDS,        100),
    APT(SP_RED_DRACONIAN,  SK_TRAPS_DOORS,    100),
    APT(SP_RED_DRACONIAN,  SK_UNARMED_COMBAT, 100),
    APT(SP_RED_DRACONIAN,  SK_SPELLCASTING,   130),
    APT(SP_RED_DRACONIAN,  SK_CONJURATIONS,   100),
    APT(SP_RED_DRACONIAN,  SK_ENCHANTMENTS,   120),
    APT(SP_RED_DRACONIAN,  SK_SUMMONINGS,     100),
    APT(SP_RED_DRACONIAN,  SK_NECROMANCY,     100),
    APT(SP_RED_DRACONIAN,  SK_TRANSLOCATIONS, 100),
    APT(SP_RED_DRACONIAN,  SK_TRANSMUTATIONS, 100),
    APT(SP_RED_DRACONIAN,  SK_FIRE_MAGIC,      70),
    APT(SP_RED_DRACONIAN,  SK_ICE_MAGIC,      140),
    APT(SP_RED_DRACONIAN,  SK_AIR_MAGIC,      100),
    APT(SP_RED_DRACONIAN,  SK_EARTH_MAGIC,    100),
    APT(SP_RED_DRACONIAN,  SK_POISON_MAGIC,   100),
    APT(SP_RED_DRACONIAN,  SK_INVOCATIONS,     80),
    APT(SP_RED_DRACONIAN,  SK_EVOCATIONS,      80),

    // SP_WHITE_DRACONIAN
    APT(SP_WHITE_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_WHITE_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_WHITE_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_WHITE_DRACONIAN, SK_AXES,           100),
    APT(SP_WHITE_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_WHITE_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_WHITE_DRACONIAN, SK_STAVES,         100),
    APT(SP_WHITE_DRACONIAN, SK_SLINGS,         120),
    APT(SP_WHITE_DRACONIAN, SK_BOWS,           120),
    APT(SP_WHITE_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_WHITE_DRACONIAN, SK_THROWING,       120),
    APT(SP_WHITE_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_WHITE_DRACONIAN, SK_DODGING,        120),
    APT(SP_WHITE_DRACONIAN, SK_STEALTH,        120),
    APT(SP_WHITE_DRACONIAN, SK_STABBING,       100),
    APT(SP_WHITE_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_WHITE_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_WHITE_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_WHITE_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_WHITE_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_WHITE_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_WHITE_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_WHITE_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_WHITE_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_WHITE_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_WHITE_DRACONIAN, SK_FIRE_MAGIC,     140),
    APT(SP_WHITE_DRACONIAN, SK_ICE_MAGIC,       70),
    APT(SP_WHITE_DRACONIAN, SK_AIR_MAGIC,      100),
    APT(SP_WHITE_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_WHITE_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_WHITE_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_WHITE_DRACONIAN, SK_EVOCATIONS,      80),

    // SP_GREEN_DRACONIAN
    APT(SP_GREEN_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_GREEN_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_GREEN_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_GREEN_DRACONIAN, SK_AXES,           100),
    APT(SP_GREEN_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_GREEN_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_GREEN_DRACONIAN, SK_STAVES,         100),
    APT(SP_GREEN_DRACONIAN, SK_SLINGS,         120),
    APT(SP_GREEN_DRACONIAN, SK_BOWS,           120),
    APT(SP_GREEN_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_GREEN_DRACONIAN, SK_THROWING,       120),
    APT(SP_GREEN_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_GREEN_DRACONIAN, SK_DODGING,        120),
    APT(SP_GREEN_DRACONIAN, SK_STEALTH,        120),
    APT(SP_GREEN_DRACONIAN, SK_STABBING,       100),
    APT(SP_GREEN_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_GREEN_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_GREEN_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_GREEN_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_GREEN_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_GREEN_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_GREEN_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_GREEN_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_GREEN_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_GREEN_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_GREEN_DRACONIAN, SK_FIRE_MAGIC,     100),
    APT(SP_GREEN_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_GREEN_DRACONIAN, SK_AIR_MAGIC,      100),
    APT(SP_GREEN_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_GREEN_DRACONIAN, SK_POISON_MAGIC,    70),
    APT(SP_GREEN_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_GREEN_DRACONIAN, SK_EVOCATIONS,      80),

    // SP_YELLOW_DRACONIAN
    APT(SP_YELLOW_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_YELLOW_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_YELLOW_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_YELLOW_DRACONIAN, SK_AXES,           100),
    APT(SP_YELLOW_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_YELLOW_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_YELLOW_DRACONIAN, SK_STAVES,         100),
    APT(SP_YELLOW_DRACONIAN, SK_SLINGS,         120),
    APT(SP_YELLOW_DRACONIAN, SK_BOWS,           120),
    APT(SP_YELLOW_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_YELLOW_DRACONIAN, SK_THROWING,       120),
    APT(SP_YELLOW_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_YELLOW_DRACONIAN, SK_DODGING,        120),
    APT(SP_YELLOW_DRACONIAN, SK_STEALTH,        120),
    APT(SP_YELLOW_DRACONIAN, SK_STABBING,       100),
    APT(SP_YELLOW_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_YELLOW_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_YELLOW_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_YELLOW_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_YELLOW_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_YELLOW_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_YELLOW_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_YELLOW_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_YELLOW_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_YELLOW_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_YELLOW_DRACONIAN, SK_FIRE_MAGIC,     100),
    APT(SP_YELLOW_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_YELLOW_DRACONIAN, SK_AIR_MAGIC,      100),
    APT(SP_YELLOW_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_YELLOW_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_YELLOW_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_YELLOW_DRACONIAN, SK_EVOCATIONS,      80),

    // SP_GREY_DRACONIAN
    APT(SP_GREY_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_GREY_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_GREY_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_GREY_DRACONIAN, SK_AXES,           100),
    APT(SP_GREY_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_GREY_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_GREY_DRACONIAN, SK_STAVES,         100),
    APT(SP_GREY_DRACONIAN, SK_SLINGS,         120),
    APT(SP_GREY_DRACONIAN, SK_BOWS,           120),
    APT(SP_GREY_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_GREY_DRACONIAN, SK_THROWING,       120),
    APT(SP_GREY_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_GREY_DRACONIAN, SK_DODGING,        120),
    APT(SP_GREY_DRACONIAN, SK_STEALTH,        120),
    APT(SP_GREY_DRACONIAN, SK_STABBING,       100),
    APT(SP_GREY_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_GREY_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_GREY_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_GREY_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_GREY_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_GREY_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_GREY_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_GREY_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_GREY_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_GREY_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_GREY_DRACONIAN, SK_FIRE_MAGIC,     100),
    APT(SP_GREY_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_GREY_DRACONIAN, SK_AIR_MAGIC,      100),
    APT(SP_GREY_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_GREY_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_GREY_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_GREY_DRACONIAN, SK_EVOCATIONS,      80),

    // SP_BLACK_DRACONIAN
    APT(SP_BLACK_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_BLACK_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_BLACK_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_BLACK_DRACONIAN, SK_AXES,           100),
    APT(SP_BLACK_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_BLACK_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_BLACK_DRACONIAN, SK_STAVES,         100),
    APT(SP_BLACK_DRACONIAN, SK_SLINGS,         120),
    APT(SP_BLACK_DRACONIAN, SK_BOWS,           120),
    APT(SP_BLACK_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_BLACK_DRACONIAN, SK_THROWING,       120),
    APT(SP_BLACK_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_BLACK_DRACONIAN, SK_DODGING,        120),
    APT(SP_BLACK_DRACONIAN, SK_STEALTH,        120),
    APT(SP_BLACK_DRACONIAN, SK_STABBING,       100),
    APT(SP_BLACK_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_BLACK_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_BLACK_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_BLACK_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_BLACK_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_BLACK_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_BLACK_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_BLACK_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_BLACK_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_BLACK_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_BLACK_DRACONIAN, SK_FIRE_MAGIC,     100),
    APT(SP_BLACK_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_BLACK_DRACONIAN, SK_AIR_MAGIC,       70),
    APT(SP_BLACK_DRACONIAN, SK_EARTH_MAGIC,    140),
    APT(SP_BLACK_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_BLACK_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_BLACK_DRACONIAN, SK_EVOCATIONS,      80),

    // SP_PURPLE_DRACONIAN
    APT(SP_PURPLE_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_PURPLE_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_PURPLE_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_PURPLE_DRACONIAN, SK_AXES,           100),
    APT(SP_PURPLE_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_PURPLE_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_PURPLE_DRACONIAN, SK_STAVES,         100),
    APT(SP_PURPLE_DRACONIAN, SK_SLINGS,         120),
    APT(SP_PURPLE_DRACONIAN, SK_BOWS,           120),
    APT(SP_PURPLE_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_PURPLE_DRACONIAN, SK_THROWING,       120),
    APT(SP_PURPLE_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_PURPLE_DRACONIAN, SK_DODGING,        120),
    APT(SP_PURPLE_DRACONIAN, SK_STEALTH,        120),
    APT(SP_PURPLE_DRACONIAN, SK_STABBING,       100),
    APT(SP_PURPLE_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_PURPLE_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_PURPLE_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_PURPLE_DRACONIAN, SK_SPELLCASTING,    90),
    APT(SP_PURPLE_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_PURPLE_DRACONIAN, SK_ENCHANTMENTS,    90),
    APT(SP_PURPLE_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_PURPLE_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_PURPLE_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_PURPLE_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_PURPLE_DRACONIAN, SK_FIRE_MAGIC,     100),
    APT(SP_PURPLE_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_PURPLE_DRACONIAN, SK_AIR_MAGIC,      100),
    APT(SP_PURPLE_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_PURPLE_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_PURPLE_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_PURPLE_DRACONIAN, SK_EVOCATIONS,      70),

    // SP_MOTTLED_DRACONIAN
    APT(SP_MOTTLED_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_MOTTLED_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_MOTTLED_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_MOTTLED_DRACONIAN, SK_AXES,           100),
    APT(SP_MOTTLED_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_MOTTLED_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_MOTTLED_DRACONIAN, SK_STAVES,         100),
    APT(SP_MOTTLED_DRACONIAN, SK_SLINGS,         120),
    APT(SP_MOTTLED_DRACONIAN, SK_BOWS,           120),
    APT(SP_MOTTLED_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_MOTTLED_DRACONIAN, SK_THROWING,       120),
    APT(SP_MOTTLED_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_MOTTLED_DRACONIAN, SK_DODGING,        120),
    APT(SP_MOTTLED_DRACONIAN, SK_STEALTH,        120),
    APT(SP_MOTTLED_DRACONIAN, SK_STABBING,       100),
    APT(SP_MOTTLED_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_MOTTLED_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_MOTTLED_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_MOTTLED_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_MOTTLED_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_MOTTLED_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_MOTTLED_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_MOTTLED_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_MOTTLED_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_MOTTLED_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_MOTTLED_DRACONIAN, SK_FIRE_MAGIC,      80),
    APT(SP_MOTTLED_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_MOTTLED_DRACONIAN, SK_AIR_MAGIC,      100),
    APT(SP_MOTTLED_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_MOTTLED_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_MOTTLED_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_MOTTLED_DRACONIAN, SK_EVOCATIONS,      80),

    // SP_PALE_DRACONIAN
    APT(SP_PALE_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_PALE_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_PALE_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_PALE_DRACONIAN, SK_AXES,           100),
    APT(SP_PALE_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_PALE_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_PALE_DRACONIAN, SK_STAVES,         100),
    APT(SP_PALE_DRACONIAN, SK_SLINGS,         120),
    APT(SP_PALE_DRACONIAN, SK_BOWS,           120),
    APT(SP_PALE_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_PALE_DRACONIAN, SK_THROWING,       120),
    APT(SP_PALE_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_PALE_DRACONIAN, SK_DODGING,        120),
    APT(SP_PALE_DRACONIAN, SK_STEALTH,        120),
    APT(SP_PALE_DRACONIAN, SK_STABBING,       100),
    APT(SP_PALE_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_PALE_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_PALE_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_PALE_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_PALE_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_PALE_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_PALE_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_PALE_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_PALE_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_PALE_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_PALE_DRACONIAN, SK_FIRE_MAGIC,      90),
    APT(SP_PALE_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_PALE_DRACONIAN, SK_AIR_MAGIC,       90),
    APT(SP_PALE_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_PALE_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_PALE_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_PALE_DRACONIAN, SK_EVOCATIONS,      70),

    // SP_BASE_DRACONIAN
    APT(SP_BASE_DRACONIAN, SK_FIGHTING,        90),
    APT(SP_BASE_DRACONIAN, SK_SHORT_BLADES,   100),
    APT(SP_BASE_DRACONIAN, SK_LONG_BLADES,    100),
    APT(SP_BASE_DRACONIAN, SK_AXES,           100),
    APT(SP_BASE_DRACONIAN, SK_MACES_FLAILS,   100),
    APT(SP_BASE_DRACONIAN, SK_POLEARMS,       100),
    APT(SP_BASE_DRACONIAN, SK_STAVES,         100),
    APT(SP_BASE_DRACONIAN, SK_SLINGS,         120),
    APT(SP_BASE_DRACONIAN, SK_BOWS,           120),
    APT(SP_BASE_DRACONIAN, SK_CROSSBOWS,      120),
    APT(SP_BASE_DRACONIAN, SK_THROWING,       120),
    APT(SP_BASE_DRACONIAN, SK_ARMOUR,         200),
    APT(SP_BASE_DRACONIAN, SK_DODGING,        120),
    APT(SP_BASE_DRACONIAN, SK_STEALTH,        120),
    APT(SP_BASE_DRACONIAN, SK_STABBING,       100),
    APT(SP_BASE_DRACONIAN, SK_SHIELDS,        100),
    APT(SP_BASE_DRACONIAN, SK_TRAPS_DOORS,    100),
    APT(SP_BASE_DRACONIAN, SK_UNARMED_COMBAT, 100),
    APT(SP_BASE_DRACONIAN, SK_SPELLCASTING,   130),
    APT(SP_BASE_DRACONIAN, SK_CONJURATIONS,   100),
    APT(SP_BASE_DRACONIAN, SK_ENCHANTMENTS,   120),
    APT(SP_BASE_DRACONIAN, SK_SUMMONINGS,     100),
    APT(SP_BASE_DRACONIAN, SK_NECROMANCY,     100),
    APT(SP_BASE_DRACONIAN, SK_TRANSLOCATIONS, 100),
    APT(SP_BASE_DRACONIAN, SK_TRANSMUTATIONS, 100),
    APT(SP_BASE_DRACONIAN, SK_FIRE_MAGIC,     100),
    APT(SP_BASE_DRACONIAN, SK_ICE_MAGIC,      100),
    APT(SP_BASE_DRACONIAN, SK_AIR_MAGIC,      100),
    APT(SP_BASE_DRACONIAN, SK_EARTH_MAGIC,    100),
    APT(SP_BASE_DRACONIAN, SK_POISON_MAGIC,   100),
    APT(SP_BASE_DRACONIAN, SK_INVOCATIONS,     80),
    APT(SP_BASE_DRACONIAN, SK_EVOCATIONS,      80),

    // SP_CENTAUR
    APT(SP_CENTAUR,        SK_FIGHTING,       100),
    APT(SP_CENTAUR,        SK_SHORT_BLADES,   120),
    APT(SP_CENTAUR,        SK_LONG_BLADES,    110),
    APT(SP_CENTAUR,        SK_AXES,           110),
    APT(SP_CENTAUR,        SK_MACES_FLAILS,   110),
    APT(SP_CENTAUR,        SK_POLEARMS,       110),
    APT(SP_CENTAUR,        SK_STAVES,         110),
    APT(SP_CENTAUR,        SK_SLINGS,          80),
    APT(SP_CENTAUR,        SK_BOWS,            60),
    APT(SP_CENTAUR,        SK_CROSSBOWS,       90),
    APT(SP_CENTAUR,        SK_THROWING,        60),
    APT(SP_CENTAUR,        SK_ARMOUR,         180),
    APT(SP_CENTAUR,        SK_DODGING,        170),
    APT(SP_CENTAUR,        SK_STEALTH,        200),
    APT(SP_CENTAUR,        SK_STABBING,       170),
    APT(SP_CENTAUR,        SK_SHIELDS,        180),
    APT(SP_CENTAUR,        SK_TRAPS_DOORS,    150),
    APT(SP_CENTAUR,        SK_UNARMED_COMBAT, 100),
    APT(SP_CENTAUR,        SK_SPELLCASTING,   180),
    APT(SP_CENTAUR,        SK_CONJURATIONS,   120),
    APT(SP_CENTAUR,        SK_ENCHANTMENTS,   110),
    APT(SP_CENTAUR,        SK_SUMMONINGS,     120),
    APT(SP_CENTAUR,        SK_NECROMANCY,     120),
    APT(SP_CENTAUR,        SK_TRANSLOCATIONS, 120),
    APT(SP_CENTAUR,        SK_TRANSMUTATIONS, 120),
    APT(SP_CENTAUR,        SK_FIRE_MAGIC,     120),
    APT(SP_CENTAUR,        SK_ICE_MAGIC,      120),
    APT(SP_CENTAUR,        SK_AIR_MAGIC,      120),
    APT(SP_CENTAUR,        SK_EARTH_MAGIC,    120),
    APT(SP_CENTAUR,        SK_POISON_MAGIC,   130),
    APT(SP_CENTAUR,        SK_INVOCATIONS,     80),
    APT(SP_CENTAUR,        SK_EVOCATIONS,     100),

    // SP_DEMIGOD
    APT(SP_DEMIGOD,        SK_FIGHTING,       110),
    APT(SP_DEMIGOD,        SK_SHORT_BLADES,   110),
    APT(SP_DEMIGOD,        SK_LONG_BLADES,    110),
    APT(SP_DEMIGOD,        SK_AXES,           110),
    APT(SP_DEMIGOD,        SK_MACES_FLAILS,   110),
    APT(SP_DEMIGOD,        SK_POLEARMS,       110),
    APT(SP_DEMIGOD,        SK_STAVES,         110),
    APT(SP_DEMIGOD,        SK_SLINGS,         110),
    APT(SP_DEMIGOD,        SK_BOWS,           110),
    APT(SP_DEMIGOD,        SK_CROSSBOWS,      110),
    APT(SP_DEMIGOD,        SK_THROWING,       110),
    APT(SP_DEMIGOD,        SK_ARMOUR,         110),
    APT(SP_DEMIGOD,        SK_DODGING,        110),
    APT(SP_DEMIGOD,        SK_STEALTH,        110),
    APT(SP_DEMIGOD,        SK_STABBING,       110),
    APT(SP_DEMIGOD,        SK_SHIELDS,        110),
    APT(SP_DEMIGOD,        SK_TRAPS_DOORS,    110),
    APT(SP_DEMIGOD,        SK_UNARMED_COMBAT, 110),
    APT(SP_DEMIGOD,        SK_SPELLCASTING,   140),
    APT(SP_DEMIGOD,        SK_CONJURATIONS,   110),
    APT(SP_DEMIGOD,        SK_ENCHANTMENTS,   110),
    APT(SP_DEMIGOD,        SK_SUMMONINGS,     110),
    APT(SP_DEMIGOD,        SK_NECROMANCY,     110),
    APT(SP_DEMIGOD,        SK_TRANSLOCATIONS, 110),
    APT(SP_DEMIGOD,        SK_TRANSMUTATIONS, 110),
    APT(SP_DEMIGOD,        SK_FIRE_MAGIC,     110),
    APT(SP_DEMIGOD,        SK_ICE_MAGIC,      110),
    APT(SP_DEMIGOD,        SK_AIR_MAGIC,      110),
    APT(SP_DEMIGOD,        SK_EARTH_MAGIC,    110),
    APT(SP_DEMIGOD,        SK_POISON_MAGIC,   110),
    APT(SP_DEMIGOD,        SK_INVOCATIONS,     80),
    APT(SP_DEMIGOD,        SK_EVOCATIONS,      80),

    // SP_SPRIGGAN
    APT(SP_SPRIGGAN,       SK_FIGHTING,       150),
    APT(SP_SPRIGGAN,       SK_SHORT_BLADES,    90),
    APT(SP_SPRIGGAN,       SK_LONG_BLADES,    140),
    APT(SP_SPRIGGAN,       SK_AXES,           150),
    APT(SP_SPRIGGAN,       SK_MACES_FLAILS,   160),
    APT(SP_SPRIGGAN,       SK_POLEARMS,       180),
    APT(SP_SPRIGGAN,       SK_STAVES,         150),
    APT(SP_SPRIGGAN,       SK_SLINGS,          70),
    APT(SP_SPRIGGAN,       SK_BOWS,            70),
    APT(SP_SPRIGGAN,       SK_CROSSBOWS,      100),
    APT(SP_SPRIGGAN,       SK_THROWING,        90),
    APT(SP_SPRIGGAN,       SK_ARMOUR,         170),
    APT(SP_SPRIGGAN,       SK_DODGING,         50),
    APT(SP_SPRIGGAN,       SK_STEALTH,         50),
    APT(SP_SPRIGGAN,       SK_STABBING,        50),
    APT(SP_SPRIGGAN,       SK_SHIELDS,        180),
    APT(SP_SPRIGGAN,       SK_TRAPS_DOORS,     60),
    APT(SP_SPRIGGAN,       SK_UNARMED_COMBAT, 130),
    APT(SP_SPRIGGAN,       SK_SPELLCASTING,    80),
    APT(SP_SPRIGGAN,       SK_CONJURATIONS,   160),
    APT(SP_SPRIGGAN,       SK_ENCHANTMENTS,    50),
    APT(SP_SPRIGGAN,       SK_SUMMONINGS,     150),
    APT(SP_SPRIGGAN,       SK_NECROMANCY,     120),
    APT(SP_SPRIGGAN,       SK_TRANSLOCATIONS,  50),
    APT(SP_SPRIGGAN,       SK_TRANSMUTATIONS,  60),
    APT(SP_SPRIGGAN,       SK_FIRE_MAGIC,     140),
    APT(SP_SPRIGGAN,       SK_ICE_MAGIC,      140),
    APT(SP_SPRIGGAN,       SK_AIR_MAGIC,      120),
    APT(SP_SPRIGGAN,       SK_EARTH_MAGIC,    120),
    APT(SP_SPRIGGAN,       SK_POISON_MAGIC,   100),
    APT(SP_SPRIGGAN,       SK_INVOCATIONS,    100),
    APT(SP_SPRIGGAN,       SK_EVOCATIONS,      50),

    // SP_MINOTAUR
    APT(SP_MINOTAUR,       SK_FIGHTING,        70),
    APT(SP_MINOTAUR,       SK_SHORT_BLADES,    70),
    APT(SP_MINOTAUR,       SK_LONG_BLADES,     70),
    APT(SP_MINOTAUR,       SK_AXES,            70),
    APT(SP_MINOTAUR,       SK_MACES_FLAILS,    70),
    APT(SP_MINOTAUR,       SK_POLEARMS,        70),
    APT(SP_MINOTAUR,       SK_STAVES,          70),
    APT(SP_MINOTAUR,       SK_SLINGS,          90),
    APT(SP_MINOTAUR,       SK_BOWS,            90),
    APT(SP_MINOTAUR,       SK_CROSSBOWS,       90),
    APT(SP_MINOTAUR,       SK_THROWING,        90),
    APT(SP_MINOTAUR,       SK_ARMOUR,          80),
    APT(SP_MINOTAUR,       SK_DODGING,         80),
    APT(SP_MINOTAUR,       SK_STEALTH,        130),
    APT(SP_MINOTAUR,       SK_STABBING,       100),
    APT(SP_MINOTAUR,       SK_SHIELDS,         80),
    APT(SP_MINOTAUR,       SK_TRAPS_DOORS,    120),
    APT(SP_MINOTAUR,       SK_UNARMED_COMBAT,  80),
    APT(SP_MINOTAUR,       SK_SPELLCASTING,   230),
    APT(SP_MINOTAUR,       SK_CONJURATIONS,   170),
    APT(SP_MINOTAUR,       SK_ENCHANTMENTS,   170),
    APT(SP_MINOTAUR,       SK_SUMMONINGS,     170),
    APT(SP_MINOTAUR,       SK_NECROMANCY,     170),
    APT(SP_MINOTAUR,       SK_TRANSLOCATIONS, 170),
    APT(SP_MINOTAUR,       SK_TRANSMUTATIONS, 170),
    APT(SP_MINOTAUR,       SK_FIRE_MAGIC,     170),
    APT(SP_MINOTAUR,       SK_ICE_MAGIC,      170),
    APT(SP_MINOTAUR,       SK_AIR_MAGIC,      170),
    APT(SP_MINOTAUR,       SK_EARTH_MAGIC,    170),
    APT(SP_MINOTAUR,       SK_POISON_MAGIC,   170),
    APT(SP_MINOTAUR,       SK_INVOCATIONS,    100),
    APT(SP_MINOTAUR,       SK_EVOCATIONS,     130),

    // SP_DEMONSPAWN
    APT(SP_DEMONSPAWN,     SK_FIGHTING,       100),
    APT(SP_DEMONSPAWN,     SK_SHORT_BLADES,   110),
    APT(SP_DEMONSPAWN,     SK_LONG_BLADES,    110),
    APT(SP_DEMONSPAWN,     SK_AXES,           110),
    APT(SP_DEMONSPAWN,     SK_MACES_FLAILS,   110),
    APT(SP_DEMONSPAWN,     SK_POLEARMS,       110),
    APT(SP_DEMONSPAWN,     SK_STAVES,         110),
    APT(SP_DEMONSPAWN,     SK_SLINGS,         110),
    APT(SP_DEMONSPAWN,     SK_BOWS,           110),
    APT(SP_DEMONSPAWN,     SK_CROSSBOWS,      110),
    APT(SP_DEMONSPAWN,     SK_THROWING,       110),
    APT(SP_DEMONSPAWN,     SK_ARMOUR,         110),
    APT(SP_DEMONSPAWN,     SK_DODGING,        110),
    APT(SP_DEMONSPAWN,     SK_STEALTH,        110),
    APT(SP_DEMONSPAWN,     SK_STABBING,       110),
    APT(SP_DEMONSPAWN,     SK_SHIELDS,        110),
    APT(SP_DEMONSPAWN,     SK_TRAPS_DOORS,    110),
    APT(SP_DEMONSPAWN,     SK_UNARMED_COMBAT, 110),
    APT(SP_DEMONSPAWN,     SK_SPELLCASTING,   130),
    APT(SP_DEMONSPAWN,     SK_CONJURATIONS,   100),
    APT(SP_DEMONSPAWN,     SK_ENCHANTMENTS,   110),
    APT(SP_DEMONSPAWN,     SK_SUMMONINGS,     100),
    APT(SP_DEMONSPAWN,     SK_NECROMANCY,      90),
    APT(SP_DEMONSPAWN,     SK_TRANSLOCATIONS, 110),
    APT(SP_DEMONSPAWN,     SK_TRANSMUTATIONS, 110),
    APT(SP_DEMONSPAWN,     SK_FIRE_MAGIC,     100),
    APT(SP_DEMONSPAWN,     SK_ICE_MAGIC,      110),
    APT(SP_DEMONSPAWN,     SK_AIR_MAGIC,      110),
    APT(SP_DEMONSPAWN,     SK_EARTH_MAGIC,    110),
    APT(SP_DEMONSPAWN,     SK_POISON_MAGIC,   100),
    APT(SP_DEMONSPAWN,     SK_INVOCATIONS,     60),
    APT(SP_DEMONSPAWN,     SK_EVOCATIONS,      80),

    // SP_GHOUL
    APT(SP_GHOUL,          SK_FIGHTING,        80),
    APT(SP_GHOUL,          SK_SHORT_BLADES,   110),
    APT(SP_GHOUL,          SK_LONG_BLADES,    110),
    APT(SP_GHOUL,          SK_AXES,           110),
    APT(SP_GHOUL,          SK_MACES_FLAILS,   110),
    APT(SP_GHOUL,          SK_POLEARMS,       110),
    APT(SP_GHOUL,          SK_STAVES,         110),
    APT(SP_GHOUL,          SK_SLINGS,         130),
    APT(SP_GHOUL,          SK_BOWS,           130),
    APT(SP_GHOUL,          SK_CROSSBOWS,      130),
    APT(SP_GHOUL,          SK_THROWING,       130),
    APT(SP_GHOUL,          SK_ARMOUR,         110),
    APT(SP_GHOUL,          SK_DODGING,        110),
    APT(SP_GHOUL,          SK_STEALTH,         80),
    APT(SP_GHOUL,          SK_STABBING,       100),
    APT(SP_GHOUL,          SK_SHIELDS,        110),
    APT(SP_GHOUL,          SK_TRAPS_DOORS,    120),
    APT(SP_GHOUL,          SK_UNARMED_COMBAT,  80),
    APT(SP_GHOUL,          SK_SPELLCASTING,   160),
    APT(SP_GHOUL,          SK_CONJURATIONS,   130),
    APT(SP_GHOUL,          SK_ENCHANTMENTS,   130),
    APT(SP_GHOUL,          SK_SUMMONINGS,     120),
    APT(SP_GHOUL,          SK_NECROMANCY,     100),
    APT(SP_GHOUL,          SK_TRANSLOCATIONS, 120),
    APT(SP_GHOUL,          SK_TRANSMUTATIONS, 120),
    APT(SP_GHOUL,          SK_FIRE_MAGIC,     150),
    APT(SP_GHOUL,          SK_ICE_MAGIC,       90),
    APT(SP_GHOUL,          SK_AIR_MAGIC,      150),
    APT(SP_GHOUL,          SK_EARTH_MAGIC,     90),
    APT(SP_GHOUL,          SK_POISON_MAGIC,   100),
    APT(SP_GHOUL,          SK_INVOCATIONS,     80),
    APT(SP_GHOUL,          SK_EVOCATIONS,     100),

    // SP_KENKU
    APT(SP_KENKU,          SK_FIGHTING,       100),
    APT(SP_KENKU,          SK_SHORT_BLADES,    80),
    APT(SP_KENKU,          SK_LONG_BLADES,     80),
    APT(SP_KENKU,          SK_AXES,            80),
    APT(SP_KENKU,          SK_MACES_FLAILS,    80),
    APT(SP_KENKU,          SK_POLEARMS,        80),
    APT(SP_KENKU,          SK_STAVES,          80),
    APT(SP_KENKU,          SK_SLINGS,         100),
    APT(SP_KENKU,          SK_BOWS,            80),
    APT(SP_KENKU,          SK_CROSSBOWS,       80),
    APT(SP_KENKU,          SK_THROWING,        90),
    APT(SP_KENKU,          SK_ARMOUR,          90),
    APT(SP_KENKU,          SK_DODGING,         90),
    APT(SP_KENKU,          SK_STEALTH,        100),
    APT(SP_KENKU,          SK_STABBING,        80),
    APT(SP_KENKU,          SK_SHIELDS,        100),
    APT(SP_KENKU,          SK_TRAPS_DOORS,    100),
    APT(SP_KENKU,          SK_UNARMED_COMBAT,  80),
    APT(SP_KENKU,          SK_SPELLCASTING,   130),
    APT(SP_KENKU,          SK_CONJURATIONS,    60),
    APT(SP_KENKU,          SK_ENCHANTMENTS,   160),
    APT(SP_KENKU,          SK_SUMMONINGS,      70),
    APT(SP_KENKU,          SK_NECROMANCY,      80),
    APT(SP_KENKU,          SK_TRANSLOCATIONS, 150),
    APT(SP_KENKU,          SK_TRANSMUTATIONS, 150),
    APT(SP_KENKU,          SK_FIRE_MAGIC,      90),
    APT(SP_KENKU,          SK_ICE_MAGIC,      120),
    APT(SP_KENKU,          SK_AIR_MAGIC,       90),
    APT(SP_KENKU,          SK_EARTH_MAGIC,    120),
    APT(SP_KENKU,          SK_POISON_MAGIC,   100),
    APT(SP_KENKU,          SK_INVOCATIONS,    120),
    APT(SP_KENKU,          SK_EVOCATIONS,      80),

    // SP_MERFOLK
    APT(SP_MERFOLK,        SK_FIGHTING,        80),
    APT(SP_MERFOLK,        SK_SHORT_BLADES,    70),
    APT(SP_MERFOLK,        SK_LONG_BLADES,     90),
    APT(SP_MERFOLK,        SK_AXES,           140),
    APT(SP_MERFOLK,        SK_MACES_FLAILS,   150),
    APT(SP_MERFOLK,        SK_POLEARMS,        50),
    APT(SP_MERFOLK,        SK_STAVES,         130),
    APT(SP_MERFOLK,        SK_SLINGS,         150),
    APT(SP_MERFOLK,        SK_BOWS,           140),
    APT(SP_MERFOLK,        SK_CROSSBOWS,      140),
    APT(SP_MERFOLK,        SK_THROWING,       100),
    APT(SP_MERFOLK,        SK_ARMOUR,         160),
    APT(SP_MERFOLK,        SK_DODGING,         60),
    APT(SP_MERFOLK,        SK_STEALTH,         90),
    APT(SP_MERFOLK,        SK_STABBING,        70),
    APT(SP_MERFOLK,        SK_SHIELDS,        100),
    APT(SP_MERFOLK,        SK_TRAPS_DOORS,    120),
    APT(SP_MERFOLK,        SK_UNARMED_COMBAT,  90),
    APT(SP_MERFOLK,        SK_SPELLCASTING,   130),
    APT(SP_MERFOLK,        SK_CONJURATIONS,   140),
    APT(SP_MERFOLK,        SK_ENCHANTMENTS,    90),
    APT(SP_MERFOLK,        SK_SUMMONINGS,     100),
    APT(SP_MERFOLK,        SK_NECROMANCY,     150),
    APT(SP_MERFOLK,        SK_TRANSLOCATIONS, 140),
    APT(SP_MERFOLK,        SK_TRANSMUTATIONS,  60),
    APT(SP_MERFOLK,        SK_FIRE_MAGIC,     160),
    APT(SP_MERFOLK,        SK_ICE_MAGIC,       80),
    APT(SP_MERFOLK,        SK_AIR_MAGIC,      150),
    APT(SP_MERFOLK,        SK_EARTH_MAGIC,    150),
    APT(SP_MERFOLK,        SK_POISON_MAGIC,    80),
    APT(SP_MERFOLK,        SK_INVOCATIONS,     80),
    APT(SP_MERFOLK,        SK_EVOCATIONS,      80),

    // SP_VAMPIRE
    APT(SP_VAMPIRE,        SK_FIGHTING,       110),
    APT(SP_VAMPIRE,        SK_SHORT_BLADES,    90),
    APT(SP_VAMPIRE,        SK_LONG_BLADES,    100),
    APT(SP_VAMPIRE,        SK_AXES,           110),
    APT(SP_VAMPIRE,        SK_MACES_FLAILS,   140),
    APT(SP_VAMPIRE,        SK_POLEARMS,       110),
    APT(SP_VAMPIRE,        SK_STAVES,         140),
    APT(SP_VAMPIRE,        SK_SLINGS,         140),
    APT(SP_VAMPIRE,        SK_BOWS,           140),
    APT(SP_VAMPIRE,        SK_CROSSBOWS,      140),
    APT(SP_VAMPIRE,        SK_THROWING,       140),
    APT(SP_VAMPIRE,        SK_ARMOUR,         140),
    APT(SP_VAMPIRE,        SK_DODGING,         90),
    APT(SP_VAMPIRE,        SK_STEALTH,         50),
    APT(SP_VAMPIRE,        SK_STABBING,        90),
    APT(SP_VAMPIRE,        SK_SHIELDS,        110),
    APT(SP_VAMPIRE,        SK_TRAPS_DOORS,    100),
    APT(SP_VAMPIRE,        SK_UNARMED_COMBAT,  90),
    APT(SP_VAMPIRE,        SK_SPELLCASTING,   130),
    APT(SP_VAMPIRE,        SK_CONJURATIONS,   160),
    APT(SP_VAMPIRE,        SK_ENCHANTMENTS,    90),
    APT(SP_VAMPIRE,        SK_SUMMONINGS,     100),
    APT(SP_VAMPIRE,        SK_NECROMANCY,      90),
    APT(SP_VAMPIRE,        SK_TRANSLOCATIONS, 140),
    APT(SP_VAMPIRE,        SK_TRANSMUTATIONS,  90),
    APT(SP_VAMPIRE,        SK_FIRE_MAGIC,     140),
    APT(SP_VAMPIRE,        SK_ICE_MAGIC,      100),
    APT(SP_VAMPIRE,        SK_AIR_MAGIC,      100),
    APT(SP_VAMPIRE,        SK_EARTH_MAGIC,    120),
    APT(SP_VAMPIRE,        SK_POISON_MAGIC,   120),
    APT(SP_VAMPIRE,        SK_INVOCATIONS,    120),
    APT(SP_VAMPIRE,        SK_EVOCATIONS,      90),

    // SP_DEEP_DWARF
    APT(SP_DEEP_DWARF,     SK_FIGHTING,       110),
    APT(SP_DEEP_DWARF,     SK_SHORT_BLADES,   120),
    APT(SP_DEEP_DWARF,     SK_LONG_BLADES,    100),
    APT(SP_DEEP_DWARF,     SK_AXES,            90),
    APT(SP_DEEP_DWARF,     SK_MACES_FLAILS,   100),
    APT(SP_DEEP_DWARF,     SK_POLEARMS,       120),
    APT(SP_DEEP_DWARF,     SK_STAVES,         110),
    APT(SP_DEEP_DWARF,     SK_SLINGS,          90),
    APT(SP_DEEP_DWARF,     SK_BOWS,           180),
    APT(SP_DEEP_DWARF,     SK_CROSSBOWS,       90),
    APT(SP_DEEP_DWARF,     SK_THROWING,       120),
    APT(SP_DEEP_DWARF,     SK_ARMOUR,          90),
    APT(SP_DEEP_DWARF,     SK_DODGING,         90),
    APT(SP_DEEP_DWARF,     SK_STEALTH,         70),
    APT(SP_DEEP_DWARF,     SK_STABBING,       110),
    APT(SP_DEEP_DWARF,     SK_SHIELDS,         90),
    APT(SP_DEEP_DWARF,     SK_TRAPS_DOORS,     80),
    APT(SP_DEEP_DWARF,     SK_UNARMED_COMBAT, 120),
    APT(SP_DEEP_DWARF,     SK_SPELLCASTING,   160),
    APT(SP_DEEP_DWARF,     SK_CONJURATIONS,   120),
    APT(SP_DEEP_DWARF,     SK_ENCHANTMENTS,   120),
    APT(SP_DEEP_DWARF,     SK_SUMMONINGS,     110),
    APT(SP_DEEP_DWARF,     SK_NECROMANCY,      80),
    APT(SP_DEEP_DWARF,     SK_TRANSLOCATIONS,  90),
    APT(SP_DEEP_DWARF,     SK_TRANSMUTATIONS, 120),
    APT(SP_DEEP_DWARF,     SK_FIRE_MAGIC,     110),
    APT(SP_DEEP_DWARF,     SK_ICE_MAGIC,      110),
    APT(SP_DEEP_DWARF,     SK_AIR_MAGIC,      170),
    APT(SP_DEEP_DWARF,     SK_EARTH_MAGIC,     60),
    APT(SP_DEEP_DWARF,     SK_POISON_MAGIC,   130),
    APT(SP_DEEP_DWARF,     SK_INVOCATIONS,     60),
    APT(SP_DEEP_DWARF,     SK_EVOCATIONS,      50),
};

// Traditionally, Spellcasting and In/Evocations formed the exceptions here:
// Spellcasting skill was more expensive with about 130%, the other two got
// a discount with about 75%.
static int _spec_skills[NUM_SPECIES][NUM_SKILLS];

/* *************************************************************

// these were unimplemented "level titles" for two classes {dlb}

JOB_PRIEST
   "Preacher";
   "Priest";
   "Evangelist";
   "Pontifex";

JOB_PALADIN:
   "Holy Warrior";
   "Holy Crusader";
   "Paladin";
   "Scourge of Evil";

************************************************************* */

static const skill_type skill_display_order[] =
{
    SK_FIGHTING, SK_SHORT_BLADES, SK_LONG_BLADES, SK_AXES,
    SK_MACES_FLAILS, SK_POLEARMS, SK_STAVES, SK_UNARMED_COMBAT,

    SK_BLANK_LINE,

    SK_BOWS, SK_CROSSBOWS, SK_THROWING, SK_SLINGS,

    SK_BLANK_LINE,

    SK_ARMOUR, SK_DODGING, SK_STABBING, SK_SHIELDS,

    SK_COLUMN_BREAK,

    SK_STEALTH, SK_TRAPS_DOORS,

    SK_BLANK_LINE,

    SK_SPELLCASTING, SK_CONJURATIONS, SK_ENCHANTMENTS, SK_SUMMONINGS,
    SK_NECROMANCY, SK_TRANSLOCATIONS, SK_TRANSMUTATIONS,
    SK_FIRE_MAGIC, SK_ICE_MAGIC, SK_AIR_MAGIC, SK_EARTH_MAGIC, SK_POISON_MAGIC,

    SK_BLANK_LINE,

    SK_INVOCATIONS, SK_EVOCATIONS,
};

static const int ndisplayed_skills =
            sizeof(skill_display_order) / sizeof(*skill_display_order);

static bool _player_knows_aptitudes()
{
    return !player_genus(GENPC_DRACONIAN) || you.max_level >= 7;

}

static void _display_skill_table(bool show_aptitudes, bool show_description)
{
    menu_letter lcount = 'a';

    cgotoxy(1, 1);
    textcolor(LIGHTGREY);

#if DEBUG_DIAGNOSTICS
    cprintf("You have %d points of unallocated experience "
            " (cost lvl %d; total %d)." EOL EOL,
            you.exp_available, you.skill_cost_level,
            you.total_skill_points);
#else
    cprintf(" You have %s unallocated experience." EOL EOL,
            you.exp_available == 0? "no" :
            make_stringf("%d point%s of",
                         you.exp_available,
                         you.exp_available == 1? "" : "s").c_str());
#endif

    int scrln = 3, scrcol = 1;
    int x;
    int maxln = scrln;

    // Don't want the help line to appear too far down a big window.
    const int bottom_line = std::min(30, get_number_of_lines());

    for (int i = 0; i < ndisplayed_skills; ++i)
    {
        x = skill_display_order[i];

        if (scrln > bottom_line - 3 || x == SK_COLUMN_BREAK)
        {
            if (scrcol != 40)
            {
                scrln = 3;
                scrcol = 40;
            }
            if (x == SK_COLUMN_BREAK)
                continue;
        }

        if (x == SK_BLANK_LINE)
        {
            scrln++;
            continue;
        }

        cgotoxy(scrcol, scrln);

#ifndef DEBUG_DIAGNOSTICS
        if (you.skills[x] > 0)
#endif
        {
            maxln = std::max(maxln, scrln);

            if (you.practise_skill[x] == 0 || you.skills[x] == 0)
                textcolor(DARKGREY);
            else
                textcolor(LIGHTGREY);

            if (you.skills[x] == 27)
                textcolor(YELLOW);

            if (you.skills[x] == 0 || !show_description && you.skills[x] == 27)
                putch(' ');
            else
                putch(lcount++);

            cprintf( " %c %-14s Skill %2d",
                     (you.skills[x] == 0 || you.skills[x] == 27) ? ' ' :
                     (you.practise_skill[x]) ? '+' : '-',
                     skill_name(x), you.skills[x] );

#if DEBUG_DIAGNOSTICS
            cprintf( " %5d", you.skill_points[x] );
#endif

            if (you.skills[x] < 27)
            {
                const int spec_abil = species_skills(x, you.species);

                if (!show_aptitudes)
                {
                    const int needed =
                        (skill_exp_needed(you.skills[x] + 1) * spec_abil) / 100;
                    const int prev_needed =
                        (skill_exp_needed(you.skills[x]    ) * spec_abil) / 100;

                    const int amt_done = you.skill_points[x] - prev_needed;
                    int percent_done = (amt_done*100) / (needed - prev_needed);

                    if (percent_done >= 100) // paranoia (1)
                        percent_done = 99;

                    if (percent_done < 0)    // paranoia (2)
                        percent_done = 0;

                    textcolor(CYAN);
                    // Round down to multiple of 5.
                    cprintf( " (%2d%%)", (percent_done / 5) * 5 );
                }
                else
                {
                    textcolor(RED);
                    cprintf(" %3d  ", spec_abil);
                }
            }

            scrln++;
        }
    }

    if (Tutorial.tutorial_left)
    {
        if (show_description || maxln >= bottom_line - 5)
        {
            cgotoxy(1, bottom_line-2);
            // Doesn't mention the toggle between progress/aptitudes.
            print_tut_skills_description_info();
        }
        else
        {
            cgotoxy(1, bottom_line-5);
            // Doesn't mention the toggle between progress/aptitudes.
            print_tut_skills_info();
        }
    }
    else
    {
        // NOTE: If any more skills added, must adapt letters to go into caps.
        cgotoxy(1, bottom_line-3);
        textcolor(LIGHTGREY);

        if (show_description)
        {
            // We need the extra spaces to override the alternative sentence.
            cprintf("Press the letter of a skill to read its description.      "
                    "            ");
        }
        else
        {
            cprintf("Press the letter of a skill to choose whether you want to "
                    "practise it." EOL "Skills marked with '+' will train more "
                    "quickly than those with '-'.");
        }

        cgotoxy(1, bottom_line-1);
        if (show_description)
        {
            formatted_string::parse_string("Press '<w>?</w>' to choose which "
                                           "skills to train.  ").display();
        }
        else
        {
            formatted_string::parse_string("Press '<w>?</w>' to read the "
                                           "skills' descriptions.").display();
        }

        if (_player_knows_aptitudes())
        {
            cgotoxy(1, bottom_line);
            formatted_string::parse_string(
#ifndef USE_TILE
                "Press '<w>!</w>'"
#else
                "<w>Right-click</w>"
#endif
                " to toggle between <cyan>progress</cyan> and "
                "<red>aptitude</red> display.").display();
        }
    }
}

void show_skills()
{
    bool show_aptitudes   = false;
    bool show_description = false;
    clrscr();
    while (true)
    {
        _display_skill_table(show_aptitudes, show_description);

        mouse_control mc(MOUSE_MODE_MORE);
        const int keyin = getch();
        if ((keyin == '!' || keyin == CK_MOUSE_CMD)
            && _player_knows_aptitudes())
        {
            show_aptitudes = !show_aptitudes;
            continue;
        }

        if (keyin == '?')
        {
            // Show skill description.
            show_description = !show_description;
            if (Tutorial.tutorial_left)
                clrscr();
            continue;
        }

        if (!isalpha(keyin))
            break;

        menu_letter lcount = 'a';       // toggle skill practise

        for (int i = 0; i < ndisplayed_skills; i++)
        {
            const skill_type x = skill_display_order[i];
            if (x == SK_BLANK_LINE || x == SK_COLUMN_BREAK)
                continue;

            if (you.skills[x] == 0)
                continue;

            if (!show_description && you.skills[x] == 27)
                continue;

            if (keyin == lcount)
            {
                if (!show_description)
                    you.practise_skill[x] = !you.practise_skill[x];
                else
                {
                    describe_skill(x);
                    clrscr();
                }
                break;
            }

            ++lcount;
        }
    }
}

const char *skill_name(int which_skill)
{
    return (skills[which_skill][0]);
}

int str_to_skill(const std::string &skill)
{
    for (int i = 0; i < NUM_SKILLS; ++i)
    {
        if (skills[i][0] && skill == skills[i][0])
            return (i);
    }
    return (SK_FIGHTING);
}

static std::string _stk_adj_cap()
{
    return species_name(Skill_Species, 1, false, true);
}

static std::string _stk_genus_cap()
{
    return species_name(Skill_Species, 1, true, false);
}

static std::string _stk_genus_nocap()
{
    std::string s = species_name(Skill_Species, 1, true, false);
    return (lowercase(s));
}

static std::string _stk_genus_short_cap()
{
    return (Skill_Species == SP_DEMIGOD ? "God" : _stk_genus_cap());
}

static std::string _stk_walker()
{
    return (Skill_Species == SP_NAGA  ? "Slider" :
            Skill_Species == SP_KENKU ? "Glider"
                                      : "Walker");
}

static std::string _stk_weight()
{
    switch (Skill_Species)
    {
    case SP_OGRE:
    case SP_TROLL:
        return "Heavy";

    case SP_NAGA:
    case SP_CENTAUR:
        return "Cruiser";

    default:
        return "Middle";

    case SP_HIGH_ELF:
    case SP_DEEP_ELF:
    case SP_SLUDGE_ELF:
    case SP_KENKU:
        return "Light";

    case SP_HALFLING:
    case SP_KOBOLD:
        return "Feather";

    case SP_SPRIGGAN:
        return "Fly";
    }
}

static skill_title_key_t _skill_title_keys[] = {
    stk("Adj", _stk_adj_cap),
    stk("Genus", _stk_genus_cap),
    stk("genus", _stk_genus_nocap),
    stk("Genus_Short", _stk_genus_short_cap),
    stk("Walker", _stk_walker),
    stk("Weight", _stk_weight),
};

static std::string _replace_skill_keys(const std::string &text)
{
    std::string::size_type at = 0, last = 0;
    std::ostringstream res;
    while ((at = text.find('@', last)) != std::string::npos)
    {
        res << text.substr(last, at - last);
        const std::string::size_type end = text.find('@', at + 1);
        if (end == std::string::npos)
            break;

        const std::string key = text.substr(at + 1, end - at - 1);
        const std::string value = stk::get(key);

        ASSERT(!value.empty());

        res << value;

        last = end + 1;
    }
    if (!last)
        return text;

    res << text.substr(last);
    return res.str();
}

std::string skill_title( unsigned char best_skill, unsigned char skill_lev,
                         int species, int str, int dex, int god )
{
    // paranoia
    if (is_invalid_skill(best_skill))
        return ("Adventurer");

    if (species == -1)
        species = you.species;

    if (str == -1)
        str = std::max(you.strength - stat_modifier(STAT_STRENGTH), 1);

    if (dex == -1)
        dex = std::max(you.dex - stat_modifier(STAT_DEXTERITY), 1);

    if (god == -1)
        god = you.religion;

    // Translate skill level into skill ranking {dlb}:
    // Increment rank by one to "skip" skill name in array {dlb}:
    const int skill_rank = ((skill_lev <= 7)  ? 1 :
                            (skill_lev <= 14) ? 2 :
                            (skill_lev <= 20) ? 3 :
                            (skill_lev <= 26) ? 4
                            /* level 27 */    : 5);

    std::string result;

    if (best_skill < NUM_SKILLS)
    {
        // Note that ghosts default to (dex == str) and god == no_god, due
        // to a current lack of that information... the god case is probably
        // suitable for most cases (TSO/Zin/Ely at the very least). -- bwr
        switch (best_skill)
        {
        case SK_UNARMED_COMBAT:
            result = (dex >= str) ? martial_arts_titles[skill_rank]
                                  : skills[best_skill][skill_rank];

            break;

        case SK_INVOCATIONS:
            if (god == GOD_NO_GOD)
                result = skills[best_skill][skill_rank];
            else
                result = god_title((god_type) god);
            break;

        case SK_BOWS:
            if (player_genus(GENPC_ELVEN, static_cast<species_type>(species))
                && skill_lev == 27)
            {
                result = "Master Archer";
                break;
            }
            else
                result = skills[best_skill][skill_rank];
            break;

        case SK_SPELLCASTING:
            if (player_genus(GENPC_OGRE, static_cast<species_type>(species)))
            {
                result = "Ogre Mage";
                break;
            }
            // else fall-through
        default:
            result = skills[best_skill][skill_rank];
            break;
        }
    }

    {
        unwind_var<species_type> sp(Skill_Species,
                                    static_cast<species_type>(species));
        result = _replace_skill_keys(result);
    }

    return (result.empty() ? std::string("Invalid Title")
                           : result);
}

std::string player_title()
{
    const unsigned char best = best_skill( SK_FIGHTING, (NUM_SKILLS - 1), 99 );
    return (skill_title( best, you.skills[ best ] ));
}

skill_type best_skill( int min_skill, int max_skill, int excl_skill )
{
    int ret = SK_FIGHTING;
    unsigned int best_skill_level = 0;
    unsigned int best_position = 1000;

    for (int i = min_skill; i <= max_skill; i++)    // careful!!!
    {
        if (i == excl_skill || is_invalid_skill(i))
            continue;

        if (you.skills[i] > best_skill_level)
        {
            ret = i;
            best_skill_level = you.skills[i];
            best_position = you.skill_order[i];

        }
        else if (you.skills[i] == best_skill_level
                && you.skill_order[i] < best_position)
        {
            ret = i;
            best_position = you.skill_order[i];
        }
    }

    return static_cast<skill_type>(ret);
}

// Calculate the skill_order array from scratch.
//
// The skill order array is used for breaking ties in best_skill.
// This is done by ranking each skill by the order in which it
// has attained its current level (the values are the number of
// skills at or above that level when the current skill reached it).
//
// In this way, the skill which has been at a level for the longest
// is judged to be the best skill (thus, nicknames are sticky)...
// other skills will have to attain the next level higher to be
// considered a better skill (thus, the first skill to reach level 27
// becomes the characters final nickname).
//
// As for other uses of best_skill:  this method is still appropriate
// in that there is no additional advantage anywhere else in the game
// for partial skill levels.  Besides, its probably best if the player
// isn't able to micromanage at that level.  -- bwr
void init_skill_order( void )
{
    for (int i = SK_FIGHTING; i < NUM_SKILLS; i++)
    {
        if (is_invalid_skill(i))
        {
            you.skill_order[i] = MAX_SKILL_ORDER;
            continue;
        }

        const int i_diff = species_skills( i, you.species );
        const unsigned int i_points = (you.skill_points[i] * 100) / i_diff;

        you.skill_order[i] = 0;

        for (int j = SK_FIGHTING; j < NUM_SKILLS; j++)
        {
            if (i == j || is_invalid_skill(j))
                continue;

            const int j_diff = species_skills( j, you.species );
            const unsigned int j_points = (you.skill_points[j] * 100) / j_diff;

            if (you.skills[j] == you.skills[i]
                && (j_points > i_points
                    || (j_points == i_points && j > i)))
            {
                you.skill_order[i]++;
            }
        }
    }
}

void calc_hp()
{
    you.hp_max = get_real_hp(true, false);
    deflate_hp(you.hp_max, false);
}

void calc_mp()
{
    you.max_magic_points = get_real_mp(true);
    you.magic_points = std::min(you.magic_points, you.max_magic_points);
    you.redraw_magic_points = true;
}

unsigned int skill_exp_needed(int lev)
{
    switch (lev)
    {
    case 0:  return 0;
    case 1:  return 200;
    case 2:  return 300;
    case 3:  return 500;
    case 4:  return 750;
    case 5:  return 1050;
    case 6:  return 1350;
    case 7:  return 1700;
    case 8:  return 2100;
    case 9:  return 2550;
    case 10: return 3150;
    case 11: return 3750;
    case 12: return 4400;
    case 13: return 5250;
    default: return 6200 + 1800 * (lev - 14);
    }
    return 0;
}

int species_skills(int skill, species_type species)
{
    static bool spec_skills_initialised = false;
    if (!spec_skills_initialised)
    {
        // Setup sentinel values to find errors more easily.
        const int sentinel = 999;
        for (int sp = 0; sp < NUM_SPECIES; ++sp)
            for (int sk = 0; sk < NUM_SKILLS; ++sk)
                _spec_skills[sp][sk] = sentinel;
        for (unsigned i = 0; i < ARRAYSZ(species_skill_aptitudes); ++i)
        {
            const species_skill_aptitude &ssa(species_skill_aptitudes[i]);
            ASSERT(_spec_skills[ssa.species][ssa.skill] == sentinel);
            _spec_skills[ssa.species][ssa.skill] = ssa.aptitude;
        }
        spec_skills_initialised = true;
    }
    return _spec_skills[species][skill];
}

void wield_warning(bool newWeapon)
{
    // Early out - no weapon.
    if (!you.weapon())
         return;

    const item_def& wep = *you.weapon();

    // Early out - don't warn for non-weapons or launchers.
    if (wep.base_type != OBJ_WEAPONS || is_range_weapon(wep))
        return;

    // Don't warn if the weapon is OK, of course.
    if (effective_stat_bonus() > -4)
        return;

    std::string msg;

    // We know if it's an artefact because we just wielded
    // it, so no information leak.
    if (is_artefact(wep))
        msg = "the";
    else if (newWeapon)
        msg = "this";
    else
        msg = "your";
    msg += " " + wep.name(DESC_BASENAME);
    const char* mstr = msg.c_str();

    if (you.strength < you.dex)
    {
        if (you.strength < 11)
        {
            mprf(MSGCH_WARN, "You have %strouble swinging %s.",
                 (you.strength < 7) ? "" : "a little ", mstr);
        }
        else
        {
            mprf(MSGCH_WARN, "You'd be more effective with "
                 "%s if you were stronger.", mstr);
        }
    }
    else
    {
        if (you.dex < 11)
        {
            mprf(MSGCH_WARN, "Wielding %s is %s awkward.",
                 mstr, (you.dex < 7) ? "fairly" : "a little" );
        }
        else
        {
            mprf(MSGCH_WARN, "You'd be more effective with "
                 "%s if you were nimbler.", mstr);
        }
    }
}

bool is_invalid_skill(int skill)
{
    if (skill < 0 || skill >= NUM_SKILLS)
        return (true);

    if (skill > SK_UNARMED_COMBAT && skill < SK_SPELLCASTING)
        return (true);

    return (false);
}

void dump_skills(std::string &text)
{
    char tmp_quant[20];
    for (unsigned char i = 0; i < 50; i++)
    {
        if (you.skills[i] > 0)
        {
            text += ( (you.skills[i] == 27)   ? " * " :
                      (you.practise_skill[i]) ? " + "
                                              : " - " );

            text += "Level ";
            itoa( you.skills[i], tmp_quant, 10 );
            text += tmp_quant;
            text += " ";
            text += skill_name(i);
            text += "\n";
        }
    }
}