infinity_ui/language/L_en_US.LUA
uiStrings = {
	ABILITIES_BUTTON = "ABILITIES",
	ABILITIES_TITLE = "Abilities",
	ABILITY_LABEL = "Ability",
	ABJURATION_SCHOOL_TOKEN = "abjuration",
	ACCEPT_BUTTON = "ACCEPT",
	AC_LABEL = "AC",
	ACMOD_VS_CRUSHING = "<ACTOKEN> vs. Crushing",
	ACMOD_VS_MISSILE = "<ACTOKEN> vs. Missile",
	ACMOD_VS_PIERCING = "<ACTOKEN> vs. Piercing",
	ACMOD_VS_SLASHING = "<ACTOKEN> vs. Slashing",
	ACTIONS_HELP = "See characters' action messages in the dialogue window.",
	ACTIONS_LABEL = "Actions",
	ADD_BUTTON = "ADD",
	ADD_ENTRY_LABEL = "Add Entry",
	ADD_SPELLS_CONTINGENCY_LABEL = "Add spells to your contingency",
	ADD_SPELLS_SEQUENCER_LABEL = "Add spells to your sequencer",
	ADD_SPELLS_TRIGGER_LABEL = "Add spells to your trigger",
	ADVANCED_BUTTON = "ADVANCED",
	ALIGNMENT_BUTTON = "ALIGNMENT",
	ALIGNMENT_TITLE = "Alignment",
	ALLOW_REFORM_LABEL = "Allow Reforming Party",
	ALLOW_REFORM_TOOLTIP = "Allow the party to be modified once the game has started",
	ALWAYS_LABEL = "Always",
	AMBIENT_VOLUME_LABEL = "Ambient Volume",
	AMMUNITION_LABEL = "Ammunition",
	APPAREL_LABEL = "Apparel",
	APPEARANCE_BUTTON = "APPEARANCE",
	APPEARANCE_LABEL = "Appearance",
	APPEARANCE_TITLE = "Appearance",
	ARBITRATION_TITLE = "Character Arbitration",
	AREA_MAP_TITLE = "Area Map",
	AREA_MAP_ZOOM_TRANSITION_DESCRIPTION = "Show a brief zoom transition when opening and closing the area map.",
	AREA_MAP_ZOOM_TRANSITION_LABEL = "Area Map Zoom Transition",
	ARENA_MODE_BG2_LABEL = "The Black Pits II",
	ARENA_MODE_LABEL = "The Black Pits",
	ARMOR_CLASS_LABEL = "Armor Class",
	ASSIGN_KEYS_ACTIONS = "Actions",
	ASSIGN_KEYS_ACTIONS_BARDSONG = "Bard Song",
	ASSIGN_KEYS_ACTIONS_CASTSPELL = "Cast Spell",
	ASSIGN_KEYS_ACTIONS_DIALOG = "Dialog",
	ASSIGN_KEYS_ACTIONS_EQUIPMELEEWEAPON = "Equip Melee Weapon",
	ASSIGN_KEYS_ACTIONS_EQUIPRANGEDWEAPON = "Equip Ranged Weapon",
	ASSIGN_KEYS_ACTIONS_FINDTRAPS = "Find Traps",
	ASSIGN_KEYS_ACTIONS_GROUPATTACK = "Group Attack",
	ASSIGN_KEYS_ACTIONS_GROUPSTOP = "Group Stop",
	ASSIGN_KEYS_ACTIONS_GUARD = "Guard",
	ASSIGN_KEYS_ACTIONS_SPECIALABILITIES = "Special Abilities",
	ASSIGN_KEYS_ACTIONS_STEALTH = "Stealth",
	ASSIGN_KEYS_ACTIONS_THIEVING = "Thieving",
	ASSIGN_KEYS_ACTIONS_TURNUNDEAD = "Turn Undead",
	ASSIGN_KEYS_ACTIONS_USEITEM = "Use Item",
	ASSIGN_KEYS_BUTTON = "ASSIGN KEYS",
	ASSIGN_KEYS_MAGESPELLS = "Mage Spells",
	ASSIGN_KEYS_MISC = "Miscellaneous",
	ASSIGN_KEYS_MISC_CHATWINDOW = "Chat Window",
	ASSIGN_KEYS_MISC_HARDPAUSE = "Hard Pause",
	ASSIGN_KEYS_MISC_HIDEINTERFACE = "Hide Interface",
	ASSIGN_KEYS_MISC_LEFTINTERFACE = "Left Interface",
	ASSIGN_KEYS_MISC_LOCATION = "Location",
	ASSIGN_KEYS_MISC_QUICKLOAD = "Quick Load",
	ASSIGN_KEYS_MISC_QUICKSAVE = "Quick Save",
	ASSIGN_KEYS_MISC_REST = "Rest",
	ASSIGN_KEYS_MISC_RIGHTINTERFACE = "Right Interface",
	ASSIGN_KEYS_MISC_SCROLLDOWN = "Scroll Down",
	ASSIGN_KEYS_MISC_SCROLLLEFT = "Scroll Left",
	ASSIGN_KEYS_MISC_SCROLLRIGHT = "Scroll Right",
	ASSIGN_KEYS_MISC_SCROLLUP = "Scroll Up",
	ASSIGN_KEYS_MISC_TOGGLEAI = "Toggle AI",
	ASSIGN_KEYS_PAGE = "Page",
	ASSIGN_KEYS_PAGE_AREAMAP = "Area Map",
	ASSIGN_KEYS_PAGE_CHARACTERARBITRATION = "Character Arbitration",
	ASSIGN_KEYS_PAGE_CHARACTERINFORMATION = "Character Information",
	ASSIGN_KEYS_PAGE_INVENTORY = "Inventory",
	ASSIGN_KEYS_PAGE_JOURNAL = "Journal",
	ASSIGN_KEYS_PAGE_MAGESPELLS = "Mage Spells",
	ASSIGN_KEYS_PAGE_OPTIONS = "Options",
	ASSIGN_KEYS_PAGE_PRIESTSPELLS = "Priest Spells",
	ASSIGN_KEYS_PAGE_RETURNTOGAME = "Return to Game",
	ASSIGN_KEYS_PRIESTSPELLS = "Priest Spells",
	ASSIGN_KEYS_QUICKSLOTS = "Quick Slots",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER1 = "Character 1",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER2 = "Character 2",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER3 = "Character 3",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER4 = "Character 4",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER5 = "Character 5",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER6 = "Character 6",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS12 = "Characters 1 & 2",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS123 = "Characters 1,2,3",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS34 = "Characters 3 & 4",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS456 = "Characters 4,5,6",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS56 = "Characters 5 & 6",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT1 = "Formation Slot 1",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT2 = "Formation Slot 2",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT3 = "Formation Slot 3",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT4 = "Formation Slot 4",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT5 = "Formation Slot 5",
	ASSIGN_KEYS_QUICKSLOTS_ITEMSLOT1 = "Item Slot 1",
	ASSIGN_KEYS_QUICKSLOTS_ITEMSLOT2 = "Item Slot 2",
	ASSIGN_KEYS_QUICKSLOTS_ITEMSLOT3 = "Item Slot 3",
	ASSIGN_KEYS_QUICKSLOTS_SELECTALL = "Select All",
	ASSIGN_KEYS_QUICKSLOTS_SPELLSLOT1 = "Spell Slot 1",
	ASSIGN_KEYS_QUICKSLOTS_SPELLSLOT2 = "Spell Slot 2",
	ASSIGN_KEYS_QUICKSLOTS_SPELLSLOT3 = "Spell Slot 3",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT1 = "Weapon Slot 1",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT2 = "Weapon Slot 2",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT3 = "Weapon Slot 3",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT4 = "Weapon Slot 4",
	ASSIGN_KEYS_QUICKSLOTS_ZOOMIN = "Zoom In",
	ASSIGN_KEYS_QUICKSLOTS_ZOOMOUT = "Zoom Out",
	ASSIGN_KEYS_SUBTITLE = "SELECT A KEY BINDING TO MODIFY.",
	ASSIGN_KEYS_TITLE = "Assign Keys",
	AUTO_PAUSE_BUTTON = "AUTO-PAUSE",
	AUTO_PAUSE_TITLE = "Auto-Pause",
	AUTO_USE_MAGIC_AMMO_DESCRIPTION = "Only switch to melee after depleting all equipped ammo stacks.",
	AUTO_USE_MAGIC_AMMO_LABEL = "Don't Melee After Depleting One Ammo Stack",
	BACK_BUTTON = "BACK",
	BALDURS_GATE_BUTTON = "BALDUR'S GATE",
	BATTLE_CRIES_LABEL = "Battle Cries",
	BEAMDOG_NET_BUTTON = "BEAMDOG.NET",
	BIOGRAPHY_BUTTON = "BIOGRAPHY",
	BIOGRAPHY_LABEL = "Biography",
	BIOGRAPHY_TITLE = "Character Biography",
	BLACK_PITS_BUTTON = "THE BLACK PITS",
	BUTTON_LEARN = "LEARN",
	BUTTON_UNLEARN = "UNLEARN",
	BUY_BUTTON = "BUY",
	BUY_SELL_TITLE = "Buy and Sell",
	CANCEL_BUTTON = "CANCEL",
	CENTER_MEMBER_LABEL = "Center on Party Member",
	CHAIN_CONTINGENCY_TITLE = "Chain Contingency",
	CHAPTER_LABEL = "Chapter",
	CHARACTER_ATTACKED_LABEL = "Character Attacked",
	CHARACTER_DEATH_LABEL = "Character Death",
	CHARACTER_FILE_BUTTON = "CHARACTER FILE",
	CHARACTER_HIT_LABEL = "Character Hit",
	CHARACTER_INJURED_LABEL = "Character Injured",
	CHARACTER_LABEL = "Character",
	CHARACTER_SCRIPT_BLANK_SCRIPT = " ",
	CHARACTER_SCRIPT_NONE = "NONE",
	CHARACTER_SCRIPT_SMART_SCRIPT = "ADVANCED AI",
	CHARACTER_SCRIPT_SMART_SCRIPT_DESCRIPTION = "This script allows you to customize the behavior of your character using a number of adjustable settings.",
	CHARACTER_SHEET_LABEL = "Character Record",
	CHARACTER_SOUNDS_LABEL = "Character Sounds",
	CHARACTER_SUBTITLES_LABEL = "Character Subtitles",
	CHARACTER_TARGET_DESTROYED = "Character's Target Destroyed",
	CHARACTER_TITLE = "Character",
	CHARGEN_TITLE = "Character Generation",
	CHARISMA_LABEL = "Charisma",
	CHOOSE_AMT_LABEL = "Choose Amount",
	CHOOSE_PASSWORD_LABEL = "Game Password",
	CLASS_BUTTON = "CLASS",
	CLASSIC_MARKERS_HELP = "Restore the classic selection circles and movement marker.",
	CLASSIC_MARKERS_LABEL = "Classic Selection Circles",
	CLASS_KIT_TITLE = "Class Kit",
	CLASS_LABEL = "Class",
	CLASS_TITLE = "Class",
	CLEAR_BUTTON = "CLEAR",
	CLOSE_CONTAINER_BUTTON = "CLOSE CONTAINER",
	CLOTHING_LABEL = "Clothing",
	CLOUD_STATE_UNDEFINED_NORMAL = "Undefined cloud save download state.",
	COLOR_CHOICES_TITLE = "Color Choices",
	COLORED_MARKERS_HELP = "Party members' markers use each character's primary color instead of the classic green.",
	COLORED_MARKERS_LABEL = "Colored Selection Circles",
	COLORS_BUTTON = "COLORS",
	COMBAT_INFO_HELP = "See combat information messages in the dialogue window.",
	COMBAT_INFO_LABEL = "Combat Information",
	COMBAT_STATS_LABEL = "Combat Stats",
	COMMAND_SOUNDS_BUTTON = "COMMAND SOUNDS",
	CONDITION_LABEL = "Condition",
	CONDITION_NORMAL = "Condition",
	CONJURATION_SCHOOL_TOKEN = "conjuration",
	CONNECTION_CREATE_NEW_GAME_BUTTON = "Create New Game",
	CONNECTION_DIRECT_CONNECTION_BUTTON = "Direct Connection",
	CONNECTION_DIRECT_CONNECT_TOOLTIP = "Directly connect to a game using an IP address",
	CONNECTION_FINDING_DEVICES = "Finding the network devices on this host...",
	CONNECTION_LOAD_GAME_TOOLTIP = "Continue a saved game from where you left off",
	CONNECTION_LOCAL_NETWORK_GAME = "Local Network Game",
	CONNECTION_LOCAL_NETWORK_GAME_TOOLTIP = "This game will not appear in the list of online games",
	CONNECTION_NEW_GAME_TOOLTIP = "Start a new campaign from the beginning",
	CONNECTION_NEW_OR_SAVED_GAME_TITLE = "New or Saved Game",
	CONNECTION_NO_FULL_GAMES_TOOLTIP = "Hides all games that are full",
	CONNECTION_NO_PASSWORDS_TOOLTIP = "Hides all games with password protection",
	CONNECTION_NOT_FULL_LABEL = "Not Full",
	CONNECTION_NOT_PASSWORD_PROTECTED_LABEL = "Not Password Protected",
	CONNECTION_PASSWORD_PROTECTED = "Password Protected",
	CONNECTION_PASSWORD_PROTECTED_TOOLTIP = "Require a password to join this",
	CONNECTION_REFRESH_TOOLTIP = "Refreshes the list of available games",
	CONNECTION_SELECT_GAME_TYPE_LABEL = "Select the type of game to create",
	CONNECTION_WAITING_FOR_SERVER = "WAITING FOR INFORMATION FROM SERVER",
	CONSTITUTION_LABEL = "Constitution",
	CONTAINER_TITLE = "Container",
	CONTINGENCY_BUTTON = "CONTINGENCY",
	CONTINGENCY_TITLE = "Contingency",
	CONTINUE_BUTTON = "CONTINUE",
	COST_LABEL = "Cost",
	CREATE_BUTTON = "CREATE",
	CREATE_CHAR_BUTTON = "CREATE CHARACTER",
	CREATEGAME_BUTTON = "CREATE GAME",
	CREATEGAME_TITLE = "Create Game",
	CREATE_PARTY_BUTTON = "CREATE PARTY",
	CREATE_PARTY_TITLE = "Create Party",
	CREDITS_BUTTON = "CREDITS",
	CREDITS_MOVIE_BUTTON = "Original Credits",
	CREDITS_TITLE = "Credits",
	CURRENT_LABEL = "Current",
	CURRENT_PLAYERS_LABEL = "Current Players",
	CURRENT_SCRIPT_LABEL = "Current Script",
	CUSTOM_BUTTON = "CUSTOM",
	CUSTOMIZE_BUTTON = "CUSTOMIZE",
	CUSTOMIZE_TITLE = "Customize Character",
	DAMAGE_LABEL = "Damage",
	DELETE_BUTTON = "DELETE",
	DESCRIPTION_LABEL = "Description",
	DEXTERITY_LABEL = "Dexterity",
	DIFFICULTY_DESCRIPTION = "This slider controls the difficulty level of the game.\n  INSANE (far right): All opponents do double damage against the party.\n  HARD (middle right): All opponents do 50% more damage against the party.\n  CORE RULES (middle): AD&D Second Edition rules apply. Hit Point rolls are random, party members can permanently die, spell learning has a chance to fail, and opponents do full damage.\n  NORMAL (middle left): All Hit Point rolls are maximum, party members cannot permanently die, all spells are learned automatically, and opponents do three-quarters damage against the party.\n  EASY (far left): All Hit Point rolls are maximum, party members gain +6 luck and cannot permanently die, all spells are learned automatically, and opponents do half damage against the party.",
	DIFFICULTY_DESCRIPTION_CORERULES = "This setting is aimed at veteran players who are well versed in AD&D mechanics. Enemies deal full damage and employ advanced combat tactics. Slightly stronger enemy types appear, and enemy groups are more varied.",
	DIFFICULTY_DESCRIPTION_CORERULES_BG2EE = "This setting is aimed at veteran players who are well versed in AD&D mechanics. Enemies deal full damage, party members can permanently die, and spells aren't guaranteed to be copied to spellbooks.",
	DIFFICULTY_DESCRIPTION_CORERULES_BGEE = "This setting is aimed at veteran players who are well versed in AD&D mechanics. Enemies deal full damage, party members can permanently die, and spells aren't guaranteed to be copied to spellbooks.",
	DIFFICULTY_DESCRIPTION_EASY = "The party gains a +6 to luck. Enemies are fewer, use only their weakest spells and items, and deal 50% damage. Party members cannot permanently die, Hit Point rolls are maximized, and spells can be copied into spellbooks without failure.",
	DIFFICULTY_DESCRIPTION_EASY_BG2EE = "The party gains a +6 bonus to Luck. Enemies have their damage reduced by 50%. Party members cannot permanently die, Hit Point rolls are maximized, and spells can be copied into spellbooks without failure.",
	DIFFICULTY_DESCRIPTION_EASY_BGEE = "The party gains a +6 bonus to Luck. Enemies have their damage reduced by 50%. Party members cannot permanently die, Hit Point rolls are maximized, and spells can be copied into spellbooks without failure.",
	DIFFICULTY_DESCRIPTION_HARD = "Enemies are more numerous, employ advanced combat tactics, and deal 50% more damage. Stronger enemy types appear, and enemy groups are more varied.",
	DIFFICULTY_DESCRIPTION_HARD_BG2EE = "Enemies inflict 50% more damage. Occasionally, stronger enemy types may appear.",
	DIFFICULTY_DESCRIPTION_HARD_BGEE = "Enemies inflict 50% more damage.",
	DIFFICULTY_DESCRIPTION_INSANE = "Enemies are much more numerous and deal 100% more damage. Significantly stronger enemy types appear, and enemy groups are even more varied. Enemies fight to the best of their ability and employ advanced combat tactics.",
	DIFFICULTY_DESCRIPTION_INSANE_BG2EE = "Enemies inflict 100% more damage. Occasionally, stronger enemy types may appear.",
	DIFFICULTY_DESCRIPTION_INSANE_BGEE = "Enemies inflict 100% more damage.",
	DIFFICULTY_DESCRIPTION_LEGACYOFBHAAL = "Enemies have all the benefits of Insane difficulty as well as significantly more Hit Points, improved THAC0, better Saving Throws, and more attacks per round. \nWARNING: Legacy of Bhaal can only be selected at the start of the game and once selected, cannot be changed!",
	DIFFICULTY_DESCRIPTION_LEGACYOFBHAAL_BG2EE = "Enemies have all the benefits of Insane difficulty as well as significantly more Hit Points, improved THAC0, better saving throws, and more attacks per round. Warning: Legacy of Bhaal can only be selected at the start of the game and once selected, cannot be changed!",
	DIFFICULTY_DESCRIPTION_LEGACYOFBHAAL_BGEE = "Enemies have all the benefits of Insane difficulty as well as significantly more Hit Points, improved THAC0, better saving throws, and more attacks per round. Warning: Legacy of Bhaal can only be selected at the start of the game and once selected, cannot be changed!",
	DIFFICULTY_DESCRIPTION_NORMAL = "Enemies deal 25% less damage and do not use their most powerful spells and items. Party members cannot permanently die, Hit Point rolls are maximized, and spells can be copied into spellbooks without failure.",
	DIFFICULTY_DESCRIPTION_NORMAL_BG2EE = "Enemies deal 25% less damage. Party members cannot permanently die, Hit Point rolls are maximized, and spells can be copied into spellbooks without failure.",
	DIFFICULTY_DESCRIPTION_NORMAL_BGEE = "Enemies deal 25% less damage. Party members cannot permanently die, Hit Point rolls are maximized, and spells can be copied into spellbooks without failure.",
	DIFFICULTY_DESCRIPTION_STORYMODE = "The party gains all the benefits of Easy difficulty, and they cannot die in combat.",
	DIFFICULTY_DESCRIPTION_STORYMODE_BG2EE = "The party gains all the benefits of Easy difficulty, and they cannot die in combat.",
	DIFFICULTY_DESCRIPTION_STORYMODE_BGEE = "The party gains all the benefits of Easy difficulty, and they cannot die in combat.",
	DIFFICULTY_LABEL = "Difficulty",
	DIFFICULTY_LABEL_CORERULES = "CORE RULES",
	DIFFICULTY_LABEL_CORERULES_MIXED = "Core Rules",
	DIFFICULTY_LABEL_EASY = "EASY",
	DIFFICULTY_LABEL_EASY_MIXED = "Easy",
	DIFFICULTY_LABEL_HARD = "HARD",
	DIFFICULTY_LABEL_HARD_MIXED = "Hard",
	DIFFICULTY_LABEL_INSANE = "INSANE",
	DIFFICULTY_LABEL_INSANE_MIXED = "Insane",
	DIFFICULTY_LABEL_LEGACYOFBHAAL = "LEGACY OF BHAAL",
	DIFFICULTY_LABEL_LEGACYOFBHAAL_MIXED = "Legacy of Bhaal",
	DIFFICULTY_LABEL_NORMAL = "NORMAL",
	DIFFICULTY_LABEL_NORMAL_MIXED = "Normal",
	DIFFICULTY_LABEL_STORYMODE = "STORY MODE",
	DIFFICULTY_LABEL_STORYMODE_MIXED = "Story Mode",
	DIFFICULTY_TITLE = "Difficulty",
	DIRECTX_LABEL = "Alternate Renderer",
	DISABLE_COSMETIC_ATTACKS_HELP = "Show attack animations only when characters are making real attacks. Otherwise, characters go through attack animations throughout a round to simulate feinting and dodging.",
	DISABLE_COSMETIC_ATTACKS_LABEL = "No Cosmetic Attacks",
	DISPLAY_OPTIONS_LABEL = "Display Options",
	DITHER_ALWAYS_LABEL = "Dither Always",
	DIVINATION_SCHOOL_TOKEN = "divination",
	DONATE_BUTTON = "DONATE",
	DONATE_TITLE = "Donate",
	DONE_BUTTON = "DONE",
	DONE_QUESTS_BUTTON = "DONE QUESTS",
	DOWNLOADING_SAVE_NORMAL = "Downloading save file updates.",
	DRINK_LABEL = "Drink",
	DRINKS_TITLE = "Drinks",
	DUAL_CLASS_BUTTON = "DUAL CLASS",
	DUALCLASS_BUTTON = "DUAL-CLASS",
	DUALCLASS_CONFIRMATION = "Are you sure you want to Dual-Class this character?",
	DUALCLASS_LABEL = "Dual-Class",
	DUALCLASS_TITLE = "Dual-Class",
	EDIT_BUTTON = "EDIT",
	EDIT_ENTRY_LABEL = "Edit Entry",
	ENABLE_CLOUD_DESCRIPTION = "Use Steam Cloud saves.",
	ENABLE_CLOUD_LABEL = "Enable Cloud Saves",
	ENABLE_CONFIRMATION_HELP = "Prompt before removing memorized spells or resting at inns.",
	ENABLE_CONFIRMATION_LABEL = "More Confirmation Prompts",
	ENCHANTMENT_SCHOOL_TOKEN = "enchantment",
	END_OF_ROUND_LABEL = "End of Round",
	ENEMY_SIGHTED_LABEL = "Enemy Sighted",
	ENTER_DONATION_LABEL = "Enter Donation",
	ENTER_NAME_LABEL = "Enter Name",
	ENTER_PASSWORD_LABEL = "Enter Game Password",
	ENTER_SAVE_LABEL = "Enter A Save Game Name",
	ENTER_SEARCH_TERM_NORMAL = "Enter a Search Term",
	EQUIPMENT_COMPARISON_DESCRIPTION = "Show a comparison of the current and new equipment when selecting an item on the inventory screen and highlight the portraits of the party members who would benefit from the selected item.",
	EQUIPMENT_COMPARISON_LABEL = "Equipment Comparison",
	EVOCATION_SCHOOL_TOKEN = "evocation",
	EXPANSION_BG2_LABEL = "Throne of Bhaal",
	EXPANSION_LABEL = "Siege of Dragonspear",
	EXPLORE_LABEL = "Explore",
	EXPORT_BUTTON = "EXPORT",
	EXPORT_FILENAME_LABEL = "Export Filename:",
	EXPORT_TITLE = "Export Character",
	FEEDBACK_BUTTON = "FEEDBACK",
	FEEDBACK_HELP = "This panel controls the amount of visual feedback that the user interface provides.",
	FEEDBACK_MESSAGES_LABEL = "Feedback Messages",
	FEEDBACK_TITLE = "Feedback",
	FIGHTING_STYLES_LABEL = "Fighting Styles",
	FONT_SIZE_LABEL = "Font Size",
	FULL_SCREEN_LABEL = "Full Screen",
	GAME_LABEL = "Game",
	GAME_NAME_LABEL = "Game Name",
	GAMEPLAY_BUTTON = "GAMEPLAY",
	GAMEPLAY_DESCRIPTION = "This panel controls various user-interface features and customization options.",
	GAMEPLAY_TITLE = "Gameplay",
	GAME_TYPE_LABEL = "Game Type",
	GENDER_BUTTON = "GENDER",
	GENDER_TITLE = "Gender",
	GIVE_GOLD_LABEL = "Give Gold",
	GIVE_XP_LABEL = "Give XP",
	GODBOW_LABEL = "Godbow",
	GORE_DESCRIPTION = "See gory combat animations.",
	GORE_LABEL = "Gore",
	GRAPHICS_BUTTON = "GRAPHICS",
	GRAPHICS_TITLE = "Graphics",
	GREYSCALE_ON_PAUSE_LABEL = "Grayscale on Pause",
	GROUND_LABEL = "Ground",
	GROUP_INFRA_DESCRIPTION = "Show infravision when any selected character has infravision. Otherwise, infravision will only be shown when one character with infravision is selected.",
	GROUP_INFRA_LABEL = "Group Infravision",
	GROUP_LABEL = "Group",
	HAIR_LABEL = "Hair",
	HARDWARE_CURSOR_LABEL = "Hardware Mouse Cursor",
	HATED_RACE_TITLE = "Racial Enemy",
	HEALING_TITLE = "Healing",
	HEAL_ON_REST_DESCRIPTION = "Repeatedly cast healing spells on rest until fully healed. Otherwise, currently memorized healing spells are cast once on rest.\n\nNote: This option does not work in multiplayer.",
	HEAL_ON_REST_LABEL = "Rest Until Healed",
	HELPTUTORIAL_ARROWLEFT = "The Left Arrow moves a list left.",
	HELPTUTORIAL_ARROWRIGHT = "The Right Arrow moves a list right.",
	HELPTUTORIAL_ATTACK = "The Attack button will direct the selected characters to attack the selected creature using any weapons currently held in hand.",
	HELPTUTORIAL_BARDSONG = "Bard Song continues until any action other than movement is selected for that Bard. While the song is playing, the party's morale and luck are higher.",
	HELPTUTORIAL_CASTSPELLS = "The Cast Spells button opens up the memorized spell list of the priest or wizard and the priest or wizard can cast a spell from this list.",
	HELPTUTORIAL_CHARACTERARBITRATION = "The Character Arbitration button only appears in multiplayer games and allows the host to make changes to party configuration or player permissions.",
	HELPTUTORIAL_CHARACTERPORTRAITS = "Character Portraits can be used to select or target party members. Damage is displayed as a rising red bar on the portraits. The small icons that appear to show status effects will have a description in the Character Record. You can also drag the portraits to reorder the party.",
	HELPTUTORIAL_CHARACTERRECORD = "The Character Record button will bring up the selected character's current ability scores, class abilities, THAC0, and other traits. From this screen you can level up a character if they have earned enough experience points.",
	HELPTUTORIAL_CLOCK = "You can pause the game at any time. This is a very important part of gameplay, as combat will often become unmanageable in real time. When this happens, you can simply pause the game, assign orders to your characters, then unpause and let the action unfold.\n\nNote: During combat, you will not be able to equip or unequip your character's armor. You can, however, change the weapons and other protective items you have equipped, such as shields, amulets, rings, or cloaks.",
	HELPTUTORIAL_CONFIGURATION = "The Configuration buttons contain miscellaneous options for players to select.",
	HELPTUTORIAL_DEFEND = "The Defend button directs the currently selected character or characters to defend the selected target or area by attacking any enemies targeting that creature or entering that area.",
	HELPTUTORIAL_DIALOG = "The dialog button will command the selected character to initiate dialog with the target creature.",
	HELPTUTORIAL_FINDTRAPS = "The Find Traps mode will command the selected character to search for and highlight traps. If you select an action other than movement for that character, this mode ends. This mode also activates a Thief's Detect Illusion ability.",
	HELPTUTORIAL_HELP = "The Help Button will highlight other buttons on the main screen of the game. Select any of the highlighted buttons for information about their function.",
	HELPTUTORIAL_HIGHLIGHT = "The Highlight Tool button highlights all objects on the screen that can be manipulated, such as chests, doors, or items on the ground. The current hit point totals for your party members will also be displayed above their heads.",
	HELPTUTORIAL_INVENTORY = "The Inventory button will bring up the selected character's inventory. From this screen you can manage the items in their backpack as well as their equipment.\n\nNote: If no character is selected, the party leader's inventory will be displayed.",
	HELPTUTORIAL_JOURNAL = "The Journal button will bring up the journal and quest entries that have been added.",
	HELPTUTORIAL_MAGESPELLS = "The Wizard Spell button brings up the selected character's spellbook, displaying all of the character's known wizard spells and allowing you to select which ones to memorize (if the character is a Mage).\n\nNote: These spells will not be available for casting until after you've rested.",
	HELPTUTORIAL_MAP = "The Map button will bring up the map of the current area. From the Map screen you can also view the World Map.\n\nNote: To travel between areas, move your party to the area's exit.",
	HELPTUTORIAL_OPTIONS = "The Options button brings up the Options screen, allowing you to save your game, load a previous save, quit the game, or change gameplay, sound, or graphics options.",
	HELPTUTORIAL_PRIESTSPELLS = "The Priest Scroll button brings up the selected character's priest spells, allowing you to select which ones to memorize.\n\nNote: These spells will not be available for casting until after you've rested.",
	HELPTUTORIAL_QUICKFORMATION = "The Quick Formation button will have party members move to positions based on the shape of the selected formation and their party order.",
	HELPTUTORIAL_QUICKITEM = "The Quick Item slots correspond to the quick item slots on the inventory page. These items can be easily accessed during combat, similar to Quick Weapon slots.\n\nNote: Some characters' slots might be permanently occupied by jewelry or small animals.",
	HELPTUTORIAL_QUICKLOOT = "The Quick Loot button will display items and gold on the ground near the selected character. You can pick up items from the list instead of looting fallen enemies.",
	HELPTUTORIAL_QUICKSAVE = "The Quick Save button creates a save that is automatically named \"Quick Save\".\n\nNote: These saves may be overwritten by future quick saves.",
	HELPTUTORIAL_QUICKSPELLS = "The Quick Spell slots can be configured to cast a set spell from the list of memorized spells.",
	HELPTUTORIAL_QUICKWEAPON = "The Quick Weapon slots correspond to the quick weapon slots on the inventory page. Load a weapon into these slots by equipping it to the corresponding slot on the Inventory screen.",
	HELPTUTORIAL_REST = "When you select Rest, time will pass in the game and your characters will heal and regain their memorized spells. Characters that have healing spells memorized will automatically cast them on the most injured party members before resting. If you have selected Rest Until Healed in the Gameplay options menu, your party will rest multiple times in a row until all characters are fully healed. Be careful when you use this; if you have a time-based quest, you might sleep right through it!",
	HELPTUTORIAL_RETURNTOGAME = "The Return to Game button will return you to the main screen of the game.",
	HELPTUTORIAL_SELECT = "The Select Tool allows you to drag a selection box around one or more party members to select them. This tool will also cancel any spell currently selected, or any other action that requires you to select a target.",
	HELPTUTORIAL_SELECTALL = "The Select All button selects all members of the party. This includes summoned or allied creatures if available. Quickly selecting the button twice centers the view on the party leader.",
	HELPTUTORIAL_SHAPECHANGE = "The Shapechange button commands a character to shapeshift.",
	HELPTUTORIAL_SPECIALABILITIES = "The Special Abilities button will display a list of abilities that can be used by the selected character (for example, special abilities for certain classes or any special abilities that are gained by your characters during the course of the game).",
	HELPTUTORIAL_STEALTH = "Stealth is a blend of the Move Silently and Hide in Shadows skills. Thieves can choose this mode and, if successful, they become nigh-invisible. Provided a Thief is behind the target, his or her next attack, if successful, will be a backstab that causes double, triple, or quadruple damage depending on the level of the Thief. Moving into the light or launching an attack can cause Stealth to fail. Rangers can also use the Stealth ability but cannot backstab (with the exception of the Stalker kit).",
	HELPTUTORIAL_STOP = "The Stop button will halt all current party actions. This button is useful if you suddenly realize that your character is walking into a trap your Thief has discovered.",
	HELPTUTORIAL_SWITCHTOCLERIC = "The Switch to Priest button is for characters with access to both priest and mage spells to switch to priest spell selection.",
	HELPTUTORIAL_SWITCHTOMAGE = "The Switch to Mage button is for characters with access to both priest and mage spells to switch to mage spell selection.",
	HELPTUTORIAL_THIEVING = "The Thieving action includes pick pocketing, opening locks, and removing traps, depending on the target chosen.",
	HELPTUTORIAL_TOGGLEAI = "The Party AI button will change whether or not members of the party will behave based on their selected scripts.",
	HELPTUTORIAL_TURNUNDEAD = "The Turn Undead mode persists in turning undead until an action other than movement is selected. Clerics in this mode will attempt to turn undead creatures; if successful the undead will run away for a time, or they may be destroyed if the Cleric is powerful enough. Evil Clerics using this ability may gain control over some undead creatures.",
	HELPTUTORIAL_USEITEM = "The Use Item button allows you to use the special abilities of any items you currently have equipped, such as cloaks, rings, or helmets.",
	HIDE_DETAILS_BUTTON = "HIDE DETAILS",
	HIGH = "HIGH",
	HIGHER = "HIGHER",
	HIGH_LEVEL_ABILITIES_BUTTON = "ABILITIES",
	HIGH_LEVEL_ABILITIES_TITLE = "Abilities",
	HIGHLIGHT_SPRITE_LABEL = "Highlight Selected Sprite",
	HIT_POINTS_LABEL = "Hit Points",
	HP_LABEL = "HP",
	IDENTIFY_BUTTON = "IDENTIFY",
	IDENTIFY_TITLE = "Identify",
	ILLUSION_SCHOOL_TOKEN = "illusion",
	IMPORT_BUTTON = "IMPORT",
	IMPORT_CHARACTER_NORMAL = "Import Character",
	IMPORT_GAME_BUTTON = "IMPORT GAME",
	IMPORT_RULES_TOOLTIP = "Determines what players are allowed to bring with them when importing a character",
	IMPORT_TITLE = "Import",
	INFORMATION_BUTTON = "INFORMATION",
	INTELLIGENCE_LABEL = "Intelligence",
	INVENTORY_LABEL = "Inventory",
	INVENTORY_TITLE = "Inventory",
	ITEM_ABILITIES_TITLE = "Item Abilities",
	ITEM_TITLE = "Item",
	JEWELRY_LABEL = "Jewelry",
	JOIN_BUTTON = "JOIN",
	JOIN_GAME_BUTTON = "JOIN GAME",
	JOIN_GAME_TITLE = "Join Game",
	JOURNAL_BUTTON = "JOURNAL",
	JOURNAL_LABEL = "Journal",
	JOURNAL_POPUPS_HELP = "Show a popup at the top of the screen on gaining a journal entry.",
	JOURNAL_POPUPS_LABEL = "Journal Popups",
	JOURNAL_TITLE = "Journal",
	KEYBOARD_SCRLSPEED_DESCRIPTION = "This slider controls how fast the area scrolls in response to the keyboard shortcuts.",
	KEYBOARD_SCRLSPEED_LABEL = "Keyboard Scroll Speed",
	KICK_BUTTON = "KICK PLAYER",
	KIT_DESC_LABEL = "Kit Description",
	KNOWN_ARCANE_LABEL = "Known Arcane Spells",
	KNOWN_DIVINE_LABEL = "Known Divine Spells",
	LANGUAGE_BUTTON = "LANGUAGE",
	LANGUAGE_TITLE = "Language",
	LEVEL_LABEL  = "Level",
	LEVEL_UP_BUTTON = "LEVEL UP",
	LEVEL_UP_TITLE = "Level Up",
	LISTEN_JOIN_LABEL = "Listen to Join Requests",
	LISTEN_JOIN_TOOLTIP = "Allow new players to join the game session",
	LOAD_BUTTON = "LOAD",
	LOAD_GAME_BUTTON = "LOAD GAME",
	LOAD_TITLE = "Load",
	LOB_LABEL = "Legacy of Bhaal",
	LOCATOR_FEEDBACK_HELP = "This slider controls when locator arrows, which indicate the direction of a character offscreen, appear.\n  MINIMUM: Never.\n  LOW: Character takes damage.\n  MEDIUM: Character takes damage or is selected.\n  HIGH: Always.\n  MAXIMUM: Always.",
	LOCATOR_FEEDBACK_LABEL = "Locator Feedback",
	LOG_HISTORY_TOOLTIP = "Log History",
	LOGOUT_BUTTON = "LEAVE GAME",
	LOOSE_ITEMS_LABEL = "Loose Items",
	LORE_LABEL = "Lore",
	LOW = "LOW",
	MAGE_BOOK_LABEL = "Mage Book",
	MAGE_SPELLS_TITLE = "Mage Spells",
	MAIN_GAME_BG2_LABEL = "Shadows of Amn",
	MAIN_GAME_LABEL = "Baldur's Gate",
	MAIN_HAND_DAMAGE = "Main-Hand Damage",
	MAIN_HAND_THAC0 = "Main-Hand THAC0",
	MAIN_MENU_BUTTON = "MAIN MENU",
	MAJOR_LABEL = "Major",
	MARKER_FEEDBACK_HELP = "This slider controls when the ellipsoid markers are rendered under creatures.\n  MINIMUM: Selected creatures.\n  LOW: Selected creatures and characters.\n  MEDIUM: Selected creatures and selectable characters.\n  HIGH: Selected or targeted creatures and selectable characters.\n  HIGHER: Selected, targeted, or hostile creatures and selectable characters.\n  MAXIMUM: All creatures and characters.",
	MARKER_FEEDBACK_LABEL = "Marker Feedback",
	MAX_HP_ON_LEVEL_DESCRIPTION = "Gain maximum additional Hit Points on level up. Otherwise, the game follows AD&D rules.",
	MAX_HP_ON_LEVEL_LABEL = "Max HP on Level Up",
	MAXIMUM = "MAXIMUM",
	MEDIUM = "MEDIUM",
	MEMORIZATION_COUNT_LABEL = "Memorization Count",
	MEMORIZE_BUTTON = "MEMORIZE",
	MEMORIZED_LABEL = "Memorized",
	MEMORIZE_LABEL = "Memorize",
	MERCHANT_BUTTON = "MERCHANT",
	MINIMUM = "MINIMUM",
	MINOR_LABEL = "Minor",
	MINOR_SEQUENCER_TITLE = "Minor Sequencer",
	MISC_HELP = "See other types of messages in the dialogue window.",
	MISC_LABEL = "Miscellaneous",
	MODIFIERS_LABEL = "modifiers",
	MODIFY_BUTTON = "MODIFY",
	MODIFY_CHARACTERS_BUTTON = "MODIFY CHARACTERS",
	MOUSE_SCRLSPEED_DESCRIPTION = "This slider controls how fast the area scrolls in response to mouse movement.",
	MOUSE_SCRLSPEED_LABEL = "Mouse Scroll Speed",
	MOVEMENT_SOUNDS_LABEL = "Character Movement Sounds",
	MOVIES_BUTTON = "MOVIES",
	MOVIES_TITLE = "Movies",
	MOVIE_VOLUME_LABEL = "Movie Volume",
	MP_CHAT_DESCRIPTION = "Show chat box in multiplayer games.",
	MP_CHAT_LABEL = "Multiplayer Chat Box",
	MULTIPALYER_KICK_TOOLTIP = "Click to remove this player from the game",
	MULTIPALYER_PERMISSION_TOOLTIP = "Click to view or change what this player is allowed to do",
	MULTIPLAYER_BUTTON = "MULTIPLAYER",
	MULTIPLAYER_CANNOT_START = "Cannot start game until all characters are ready",
	MULTIPLAYER_CAN_PERFORM = "<PLAYER_NAME_1> can perform the following actions:",
	MULTIPLAYER_CHANGE_PLAYER_BUTTON = "Change Player",
	MULTIPLAYER_CHAPTER_LABEL = "Chapter:",
	MULTIPLAYER_CHAT_BAR_COLLAPSED = "Click to see multiplayer chat",
	MULTIPLAYER_CHAT_BAR_EXPANDED = "Click to hide multiplayer chat",
	MULTIPLAYER_CHAT_LABEL = "Multiplayer Chat",
	MULTIPLAYER_CHAT_RESIZE_TOOLTIP = "Click and drag to resize multiplayer chat",
	MULTIPLAYER_CREATE_CHARACTER_MESSAGE = "Create a character in this slot",
	MULTIPLAYER_CREATING_CHARACTER_MESSAGE = "<PLAYER_NAME_1><SEPERATOR>is creating a character...",
	MULTIPLAYER_DEFAULT_PLAYER = "Default Player",
	MULTIPLAYER_DIFFICULTY_LABEL = "Difficulty:",
	MULTIPLAYER_EDIT_CHAR_BUTTON = "Edit Character",
	MULTIPLAYER_EDIT_CONFIRM = "Editing",
	MULTIPLAYER_EMPTY_CHARACTER_MESSAGE = "This character slot is empty",
	MULTIPLAYER_EMPTY_PLAYER = "Empty",
	MULTIPLAYER_ENTER_GAME_NAME = "Enter Game Name",
	MULTIPLAYER_ENTER_GAME_PASSWORD = "Enter Game Password",
	MULTIPLAYER_GAME_OPTIONS_BUTTON = "Game Options",
	MULTIPLAYER_GAME_WILL_NO_LONGER = "This session will no longer ^0xff0000ff<SESSION_RULES>^-",
	MULTIPLAYER_GAME_WILL_NOW = "This session will now ^0xff00ff00<SESSION_RULES>^-",
	MULTIPLAYER_HAS_ADDED = "<PLAYER_NAME_1> has added <CHARACTER_NAME_1> to the party",
	MULTIPLAYER_HAS_JOINED_THE_GAME = "<PLAYER_NAME_1> has joined the game",
	MULTIPLAYER_HAS_LEFT_THE_GAME = "<PLAYER_NAME_1> has left the game",
	MULTIPLAYER_HAS_REMOVED = "<PLAYER_NAME_1> has removed <CHARACTER_NAME_1> from the party",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_LABEL = "Import Character Rules",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_S = "Statistics",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_SE = "Statistics, Experience",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_SEI = "Statistics, Experience, Items",
	MULTIPLAYER_IMPORT_SETTINGS_CHANGE = "Imported characters will now retain: ^0xff00ff00<IMPORT_RULES>^-",
	MULTIPLAYER_IS_NO_LONGER_READY = "<CHARACTER_NAME_1> is ^0xff000cffNo Longer Ready!^-",
	MULTIPLAYER_IS_NOT_PERMITTED = "<PLAYER_NAME_1> is no longer permitted to ^0xff0000ff<PERMISSION>^-",
	MULTIPLAYER_IS_NOW_PERMITTED = "<PLAYER_NAME_1> is now permitted to ^0xff00ff00<PERMISSION>^-",
	MULTIPLAYER_IS_READY_TO_START = "<CHARACTER_NAME_1> is ^0xff00ff00Ready to Start!^-",
	MULTIPLAYER_LOCATION_LABEL = "Location:",
	MULTIPLAYER_LOCATION_NEW_GAME = "Location: ^0xffffffffNew Game^-",
	MULTIPLAYER_NEW_GAME_LABEL = "New Game:",
	MULTIPLAYER_NOT_READY_MESSAGE = "Not Ready",
	MULTIPLAYER_PERMISSIONS_DIALOGUE = "Initiate Dialogue",
	MULTIPLAYER_PERMISSIONS_DIALOGUE_TOOLTIP = "Allows the player to enter into conversations with non-player characters",
	MULTIPLAYER_PERMISSIONS_GOLD = "Spend Party Gold",
	MULTIPLAYER_PERMISSIONS_GOLD_TOOLTIP = "Allows the player to spend money in shops",
	MULTIPLAYER_PERMISSIONS_MODIFY = "Modify Characters",
	MULTIPLAYER_PERMISSIONS_MODIFY_TOOLTIP = "Allows the player to create/modify their own character before the game starts",
	MULTIPLAYER_PERMISSIONS_PAUSE = "Pause Game",
	MULTIPLAYER_PERMISSIONS_PAUSE_TOOLTIP = "Allows the player to pause the game whenever they wish",
	MULTIPLAYER_PERMISSIONS_TRAVEL = "Initiate Travel",
	MULTIPLAYER_PERMISSIONS_TRAVEL_TOOLTIP = "Allows the player to bring up the world map and select a travel destination for the party",
	MULTIPLAYER_PERMISSIONS_VIEW = "View Other Character Records",
	MULTIPLAYER_PERMISSIONS_VIEW_TOOLTIP = "Allows the player to examine information and statistics about characters they don't control",
	MULTIPLAYER_PLAYER_HOST = "(Host)",
	MULTIPLAYER_PLAYER_YOU = "(You)",
	MULTIPLAYER_READY_BUTTON_OFF_TOOLTIP = "Click to indicate that this character is ready to play",
	MULTIPLAYER_READY_BUTTON_ON_TOOLTIP = "Click to indicate that this character is not yet ready to play",
	MULTIPLAYER_READY_MESSAGE = "Ready!",
	MULTIPLAYER_SAVED_GAME_LABEL = "Saved Game:",
	MULTIPLAYER_SLOT_1_ASSIGNED_TO = "<PLAYER_NAME_1> has assigned Slot 1 to <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_2_ASSIGNED_TO = "<PLAYER_NAME_1> has assigned Slot 2 to <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_3_ASSIGNED_TO = "<PLAYER_NAME_1> has assigned Slot 3 to <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_4_ASSIGNED_TO = "<PLAYER_NAME_1> has assigned Slot 4 to <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_5_ASSIGNED_TO = "<PLAYER_NAME_1> has assigned Slot 5 to <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_6_ASSIGNED_TO = "<PLAYER_NAME_1> has assigned Slot 6 to <PLAYER_NAME_2>",
	MULTIPLAYER_TIME_PLAYED_LABEL = "Time Played:",
	MULTIPLAYER_TIME_PLAYED_NEW_GAME = "Time Played: ^0xffffffffNone^-",
	MULTIPLAYER_VIEW_DETAILS_BUTTON = "View Details",
	MUSIC_VOLUME_LABEL = "Music Volume",
	NAME_BUTTON = "NAME",
	NAME_LABEL = "Name",
	NEAREST_NEIGHBOUR_DESCRIPTION = "Enable this option to render creature and spell animations using the Nearest Neighbor method. Disable it to apply a Linear scaling method, which smoothes out the sprites for a softer, slightly out-of-focus look.",
	NEAREST_NEIGHBOUR_LABEL = "Nearest Neighbor Scaling",
	NECROMANCY_SCHOOL_TOKEN = "necromancy",
	NEVER_LABEL = "Never",
	NEW_GAME_BUTTON = "NEW GAME",
	NEW_LABEL = "New",
	NEW_SAVE_LABEL = "New Save",
	NEXT_BUTTON = "NEXT",
	NEXT_LEVEL_LABEL = "Next Level in",
	NO = "No",
	NOBLE_BUTTON = "NOBLE",
	NO_BUTTON = "NO",
	NO_DAMAGE_INCREASE_DESCRIPTION = "Prevent your characters from taking more damage on difficulty settings higher than Core Rules. Additional enemies will still spawn.",
	NO_DAMAGE_INCREASE_LABEL = "No Difficulty-Based Damage Increase",
	NO_OBJECTIVE_NORMAL = "No Objective Text",
	NUM_ATTACKS_LABEL = "Attacks per Round",
	OBJECTIVE_FINISHED_NORMAL = "Finished",
	OFF_HAND_DAMAGE = "Off-Hand Damage",
	OFFHAND_LABEL = "Off Hand",
	OFF_HAND_THAC0 = "Off-Hand THAC0",
	OPEN_CONTAINER_BUTTON = "OPEN CONTAINER",
	OPTIONS_BUTTON = "OPTIONS",
	OPTIONS_TITLE = "Options",
	OVERWRITE_BUTTON = "OVERWRITE",
	PARTY_SLOTS_LABEL = "Party Slots",
	PASSWORD_LABEL = "Password",
	PASSWORD_REQUIRED_LABEL = "Password Required",
	PEASANT_BUTTON = "PEASANT",
	PERMISSIONS_BUTTON = "PERMISSIONS",
	PERMISSIONS_TITLE = "Player Permissions",
	PLAYER_LABEL = "Player",
	PLAYER_NAME_LABEL = "Player Name",
	PLAYERS_LABEL = "Players",
	PLAY_IMPORT_BUTTON = "PLAY",
	PLAY_MOVIE_BUTTON = "PLAY",
	PLAY_SOUND_BUTTON = "PLAY",
	PREGENERATE_BUTTON = "PREGENERATE CHARACTER",
	PRICE_LABEL = "Price",
	PRIEST_SCROLL_TITLE = "Priest Scroll",
	PROFICIENCIES_LABEL = "Proficiencies",
	PROF_SLOTS_LABEL = "Proficiency Slots",
	PURCHASE_CONTENT_BUTTON = "PURCHASE CONTENT",
	QUESTS_BUTTON = "QUESTS",
	QUESTS_LABEL = "Quests",
	QUICK_ITEMS_LABEL = "Quick Items",
	QUICK_WEAPONS_LABEL = "Quick Weapons",
	QUIT_BUTTON = "QUIT",
	QUIT_GAME_BUTTON = "QUIT GAME",
	QUIVER_LABEL = "Quiver",
	RACE_BUTTON = "RACE",
	RACE_TITLE = "Race",
	READY_TO_LEVEL_LABEL = "Ready to Level Up",
	READY_TO_PLAY_LABEL = "Ready to Play",
	RECALL_BUTTON = "RECALL",
	RECENT_EVENTS_LABEL = "Recent Events",
	RECENT_EVENTS_TITLE = "Recent Events",
	REFORM_PARTY_BUTTON = "REFORM PARTY",
	REMOVE_BUTTON = "REMOVE",
	REMOVE_MEMBERS_LABEL = "Remove Party Members",
	RENT_BUTTON = "RENT",
	REPLAY_BUTTON = "REPLAY",
	REPUTATION_LABEL = "Reputation",
	REROLL_BUTTON = "REROLL",
	RESISTANCES_LABEL = "Resistances",
	REST_BUTTON = "REST",
	RETURN_GAME_BUTTON = "RETURN TO GAME",
	REVERT_BUTTON = "REVERT",
	ROOMS_TITLE = "Rooms",
	ROYAL_BUTTON = "ROYAL",
	RULES_LABEL = "Rules",
	RUMORS_LABEL = "Rumors",
	SAVE_BUTTON = "SAVE",
	SAVED_GAME_BUTTON = "SAVED GAME",
	SAVE_GAME_BUTTON = "SAVE GAME",
	SAVE_TITLE = "Save",
	SAVING_THROWS_LABEL = "Saving Throws",
	SCALE_UI_LABEL = "Scale User Interface",
	SCRIPT_ATTACK_ENEMIES_DESCRIPTION = "The character will attack enemies on sight.",
	SCRIPT_ATTACK_ENEMIES_LABEL = "Attack Enemies",
	SCRIPT_BUTTON = "SCRIPT",
	SCRIPT_FIND_TRAPS_DESCRIPTION = "The character will search for traps and illusions when idle.",
	SCRIPT_FIND_TRAPS_LABEL = "Find Traps",
	SCRIPT_HIDE_IN_SHADOWS_DESCRIPTION = "The character will hide in shadows when idle.",
	SCRIPT_HIDE_IN_SHADOWS_LABEL = "Hide in Shadows",
	SCRIPT_SING_BATTLESONG_DESCRIPTION = "The character will sing a bard song or perform a shamanic dance when idle.",
	SCRIPT_SING_BATTLESONG_LABEL = "Sing Bard Song",
	SCRIPTS_TITLE = "Customize Script",
	SCRIPT_TITLE = "Pick Script",
	SCRIPT_TURN_UNDEAD_DESCRIPTION = "The character will turn undead when idle.",
	SCRIPT_TURN_UNDEAD_LABEL = "Turn Undead",
	SCRIPT_USE_DEFENSIVE_SPELLS_DESCRIPTION = "The character will use defensive spells such as Mirror Image or Stoneskin.",
	SCRIPT_USE_DEFENSIVE_SPELLS_LABEL = "Use Defensive Spells",
	SCRIPT_USE_ITEMS_DESCRIPTION = "The character will use items such as potions and wands.",
	SCRIPT_USE_ITEMS_LABEL = "Use Items",
	SCRIPT_USE_MELEE_WEAPONS_DESCRIPTION = "The character will favor using melee weapons such as swords or maces.",
	SCRIPT_USE_MELEE_WEAPONS_LABEL = "Prefer Melee Weapons",
	SCRIPT_USE_OFFENSIVE_SPELLS_DESCRIPTION = "The character will use offensive spells such as Fireball or Magic Missile.",
	SCRIPT_USE_OFFENSIVE_SPELLS_LABEL = "Use Offensive Spells",
	SCRIPT_USE_RANGED_WEAPONS_DESCRIPTION = "The character will favor using ranged weapons such as bows or slings.",
	SCRIPT_USE_RANGED_WEAPONS_LABEL = "Prefer Ranged Weapons",
	SCRIPT_USE_SPECIAL_ABILITIES_DESCRIPTION = "The character will use special abilities such as Barbarian Rage or Called Shot.",
	SCRIPT_USE_SPECIAL_ABILITIES_LABEL = "Use Special Abilities",
	SCROLL_BUTTON = "SCROLL",
	SDL_0 = "",
	SDL_127 = "Delete",
	SDL_13 = "Return",
	SDL_27 = "Escape",
	SDL_32 = "Space",
	SDL_8 = "Backspace",
	SDL_9 = "Tab",
	SEARCHING_SAVE_NORMAL = "Searching for save file updates.",
	SELDOM_LABEL = "Seldom",
	SELECT_CAMPAIGN_TITLE = "Select Campaign",
	SELECTION_BUTTON = "SELECTION SOUNDS",
	SELECTION_TEXT_HELP = "See character selection text in the dialogue window.",
	SELECTION_TEXT_LABEL = "Selection Text",
	SELECT_PLAYER_DESCRIPTION = "Select a player for this slot.",
	SELECT_PLAYER_TITLE = "Select Player",
	SELL_BUTTON = "SELL",
	SESSION_NAME_LABEL = "Session Name",
	SFX_VOLUME_LABEL = "Sound Effects Volume",
	SHOW_AOE_DESCRIPTION = "Display the area of effect when using area-affecting spells and items.",
	SHOW_AOE_LABEL = "Show Area of Effect",
	SHOW_BLACK_SPACE_DESCRIPTION = "Enable this option to allow the area map to scroll past the edge of the user interface.",
	SHOW_BLACK_SPACE_LABEL = "Allow Scrolling Out Of Bounds",
	SHOW_DETAILS_BUTTON = "SHOW DETAILS",
	SHOW_HEALTHBAR_LABEL = "Show Health Bars",
	SHOW_HP_LABEL = "Show Character HP",
	SHOW_SUBTITLES_LABEL = "Show Subtitles",
	SIEGE_OF_DRAGONSPEAR_BUTTON = "SIEGE OF DRAGONSPEAR",
	SIGN_IN_BUTTON = "SIGN IN",
	SIGN_OUT_BUTTON = "SIGN OUT",
	SINGLEPLAYER_BUTTON = "SINGLE PLAYER",
	SKILLS_BUTTON = "SKILLS",
	SKILLS_LABEL = "Skills",
	SKIN_LABEL = "Skin",
	SKIP_BUTTON = "SKIP",
	SOUND_BUTTON = "SOUND",
	SOUND_DESCRIPTION = "You can pick any of the listed sound sets for your character's voice. Click the Play button to hear samples from the sound set.",
	SOUNDS_BUTTON = "SOUNDS",
	SOUND_TITLE = "Sound",
	SPECIALIST_SPELL_REQ = "Select at least one <SCHOOLTOKEN> spell to proceed.",
	SPELL_BUTTON = "SPELL",
	SPELL_CAST_LABEL = "Spell Cast",
	SPELL_LABEL = "Spell",
	SPELL_MEMORIZATION_HELP = "Any spellcaster (besides Sorcerers and Shamans) must memorize spells using the Rest button on the left panel after choosing their spells on the Mage Book or Priest Scroll pages.",
	SPELLS_CAN_CAST_LABEL = "Spells Can Cast",
	SPELL_SEQUENCER_TITLE = "Spell Sequencer",
	SPELLS_LABEL = "Spells",
	SPELLS_PREPARED_LABEL = "You have the following spells prepared.",
	SPELLS_REMAINING_NORMAL = "Spells Remaining",
	SPELL_TRIGGER_TITLE = "Spell Trigger",
	SPRITE_OUTLINE_LABEL = "Sprite Outlines",
	START_GAME_BUTTON = "START GAME",
	STATE_CHANGES_HELP = "See character state messages in the dialogue window.",
	STATE_CHANGES_LABEL = "State Changes",
	STATS_EXP_ITM_NORMAL = "Statistics, Experience, Items",
	STATS_EXP_NORMAL = "Statistics, Experience",
	STATS_LABEL = "Stats",
	STATS_NORMAL = "Statistics",
	STATUS_EFFECTS_LABEL = "Status Effects",
	STEAL_BUTTON = "STEAL",
	STORE_BUTTON = "STORE",
	STORE_LABEL = "Store",
	STRENGTH_LABEL = "Strength",
	STRREF_GUI_DLC_CANCELLED = "Purchase canceled",
	STRREF_GUI_DLC_DOWNLOAD_TEXT = "Download <PERCENT_COMPLETE>%.",
	STRREF_GUI_DLC_DOWNLOAD_TIME_TEXT = "Download <PERCENT_COMPLETE>%, <TIME_REMAINING> remaining.",
	STRREF_GUI_DLC_FAILED = "Purchase failed, please try again",
	STRREF_GUI_DLC_IN_PROGRESS = "Purchase in progress",
	STRREF_GUI_DLC_INSTALLED = "installed",
	STRREF_GUI_DLC_MISSING_CONTENT = "We were unable to load the content for <MISSING_CONTENT>. If you have not purchased it yet, please do so from the store.",
	STRREF_GUI_DLC_RESTORE_PURCHASES = "Restore Purchases",
	STRREF_GUI_DLC_RESTORING_PURCHASES = "Restoring purchases",
	STRREF_GUI_DLC_RESTORING_PURCHASES_COMPLETE = "Purchases restored",
	STRREF_GUI_DLC_SUCCESS = "Purchase successful",
	STRREF_GUI_DLC_WAITING = "Waiting on the store",
	STRREF_GUI_LOWER_DLC_STORE = "store",
	TARGET_LABEL = "Target",
	TARGET_NORMAL = "Target",
	TCP_IP_BUTTON = "TCP/IP",
	THAC0_LABEL = "THAC0",
	TO_BACKPACK_BUTTON = "TO BACKPACK",
	TO_CONTAINER_BUTTON = "TO CONTAINER",
	TO_HIT_ROLLS_HELP = "See attacking \"to hit\" rolls in the dialogue window.",
	TO_HIT_ROLLS_LABEL = "To-Hit Rolls",
	TOOLTIP_CAMPAIGN_BG = "Play Baldur's Gate: Enhanced Edition",
	TOOLTIP_CAMPAIGN_SOD = "Play Baldur's Gate: Siege of Dragonspear",
	TOOLTIP_CAMPAIGN_TBP = "Play The Black Pits",
	TOOLTIP_DELAY_DESCRIPTION = "This slider controls the delay before a tooltip appears over a control. The maximum value disables tooltips.",
	TOOLTIP_DELAY_LABEL = "Tooltip Delay",
	TOTAL_ROLL_NORMAL = "Total Roll",
	TRANSFER_ITEMS_TOOLTIP = "Transfer Items",
	TRANSMUTATION_SCHOOL_TOKEN = "alteration",
	TRAP_FOUND_LABEL = "Trap Found",
	TRAVEL_BUTTON = "TRAVEL",
	TUTORIAL_BUTTON = "TUTORIAL",
	USER_BUTTON = "USER",
	VENTURE_FORTH = "VENTURE FORTH",
	VISUAL_FEEDBACK_LABEL = "Visual Feedback",
	VOICE_VOLUME_LABEL = "Voice Volume",
	VOLUME_CONTROLS_LABEL = "Volume Controls",
	WAITING_FOR_OTHER_PLAYERS = "WAITING FOR OTHER PLAYERS",
	WEAPONS_LABEL = "Weapons",
	WEAPON_STYLE_BONUS_LABEL = "Active Weapon Style Bonuses",
	WEAPON_UNUSABLE_LABEL = "Weapon Unusable",
	WEATHER_DESCRIPTION = "See weather effects like rain, snow, and fog.",
	WEATHER_LABEL = "Weather",
	WELCOME_LABEL = "New players should start with the tutorial.\n\nFight for your life trying to escape from... the Black Pits!\n\nPlay Baldur's Gate Enhanced Edition.",
	WELCOME_NORMAL = "Welcome to Baldur's Gate: Siege of Dragonspear, the expansion pack that bridges the gap between Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition.\n\nSiege of Dragonspear continues the main storyline after the events of Baldur's Gate with new areas on a brand-new map. You are not required to have finished Baldur's Gate in order to play Siege of Dragonspear, but once you start this campaign you can no longer travel back to the areas in Baldur's Gate.\n\nYou can change which campaign you have selected by clicking on the campaign icon in the main menu. You can begin Siege of Dragonspear by importing your character or even your entire party from Baldur's Gate, or you can choose to create a new character.",
	WISDOM_LABEL = "Wisdom",
	WORLD_MAP_BUTTON = "WORLD MAP",
	WORLDMAP_HIGHLIGHT_DESCRIPTION = "Highlight accessible terrain on the area map.",
	WORLDMAP_HIGHLIGHT_LABEL = "Area Map Background",
	WORLD_MAP_NOTES_LABEL = "Map Notes",
	WORLD_MAP_TITLE = "World Map",
	WRITE_ENTRY_TEXT = "Write an entry to add to your journal below.",
	XP_LABEL = "XP",
	YES = "Yes",
	YES_BUTTON = "YES",
	ZOOM_LOCK_LABEL = "Zoom Lock",
	RG_UI_SETTINGS = "UI++ Settings",
	RG_MENU_CAMPAIGN = "Baldur's Gate EE Campaigns",
	RG_MENU_CAMPAIGN1 = "Baldur's Gate",
	RG_MENU_CAMPAIGN2 = "Siege of Dragonspear",
	RG_MENU_CAMPAIGN3 = "The Black Pits",
	RG_MENU_CAMPAIGN4 = "Shadows of Amn", 
	RG_MENU_CAMPAIGN5 = "Throne of Bhaal",
	RG_MENU_CAMPAIGN6 = "The Black Pits 2",
	RG_MENU_CAMPAIGN7 = "Icewind Dale",
	RG_MENU_CAMPAIGN8 = "Heart of Winter",
	RG_CG_MINROLL = 'Minimum roll',
	RG_CG_MINSTRMOD = 'Minimum strength modifier',
	RG_L_SORT_DEFA = 'Default sort',
	RG_L_SORT_TIME = 'Sort by Game Time',
	RG_L_SORT_NAME = 'Sort by Save Name',
	RG_L_CHARACTER = 'Character',
	RG_L_ROW_VIEW = 'Rows view',
	RG_L_TIL_VIEW = 'Tiles view',
	RG_SET_FREE_MSGBOX = "Unlock messagebox",
	RG_SET_MODERN_HUD = "Display modern HUD",
	RG_SET_HOTKEY_BUTT = "Enable hotkey buttons",
	RG_SET_BOTTOM_QLOOT = "Quickloot at the bottom",
	RG_SET_INV_SWAP = "Lock character on party inventory",
	RG_SET_SPACE_DLG = "Advance dialogue with space",
	RG_SET_QLOOT_ROWS = "Quickloot rows",
	RG_SET_SKIN = "UI Skin",
	RG_SET_EEEX_ZOOM = "EEex UI Zoom",
	RG_SET_FREE_MSGBOX_D = "Allows messagebox to be freely movable across the screen, by holding and dragging corners. Dragging sides of the messagebox also resizes it to any direction.",
	RG_SET_MODERN_HUD_D = "Rearranges HUD elements to the bottom of the screen.",
	RG_SET_HOTKEY_BUTT_D = "Additional button appears on the screen, opening menu to assign hotkeys to buttons. The menu can also be opened by right-clicking any hotkey button. Any or all characters can also be assigned to hotkey, automatically selecting them before the hotkey triggers.",
	RG_SET_BOTTOM_QLOOT_D = "Switches Quickloot menu to the bottom of the screen instead the default top.",
	RG_SET_INV_SWAP_D = "In the inventory 'All party' mode, characters are switched when hovering over their inventories. With this option On, you can lock selected character, so it stays active while accessing any inventory.\nIMPORTANT NOTE! Hotkeys 1-6 must be assigned to character selections for party inventory to work.",
	RG_SET_SPACE_DLG_D = "Dialog can be advanced be pressing Space button. That is disabled by default.",
	RG_SET_QLOOT_ROWS_D = "Specify a number of Quickloot rows on the screen",
	RG_SET_SKIN_D = "Select UI Skin",
	RG_SET_EEEX_ZOOM_D = "EEEx feature. Zoom UI to preffered size.",
	RG_SET_DESC = "Advanced settings for UI++ mod personalization.",
	RG_SET_SKIN_SOD = 'Dragonspear Theme',
	RG_SET_SKIN_IWD = 'IWD:EE Theme',
	RG_SET_SKIN_BG1 = 'BG1 Theme',
	RG_SET_SKIN_BG2 = 'BG2 Theme',
	RG_LIBRARY_TITLE = 'Library',
	RG_LIBRARY = 'Library: ',
	RG_BOOKS = 'Books',
	RG_BEASTS = 'Beasts',
	RG_BOSSES = "Bosses",
	RG_BESTIARY_TITLE = 'Bestiary',
	RG_BESTIARY = 'Bestiary: ',
	RG_LOOTALL = "Loot all",
	RG_MM_REFRESH = 'Refresh',
	RG_SET_MODERN_HUD_R = 'Move actionbar to the right',
	RG_SET_MODERN_HUD_R_D = 'Moves actionbar to the bottom right side of the screen. This option is only allowed, when Modern HUD and Unlocked Messagebox options are active.',
	RG_CHEATSPELL = '* Select spell from the list and click on the character portrait to learn it.',
	RG_CHEATCOMMAND = '* Apply selected command by clicking on the character portrait.',
	RG_CHEATHISTORY = 'Lua History',
	RG_HB_CHOOSEKEY = 'Choose keybinded hotkey: ',
	RG_HB_CHOOSESEL = 'Choose portrait selection: ',
	RG_HB_CHOOSEPOR = 'Choose portrait selection: Portrait ',
	RG_HB_CHOOSENON = 'Choose portrait selection: No selection',
	RG_HB_NONE = 'None',
	RG_HB_ALL = 'All',
	RG_HB_DRAG = 'Unlock dragging',
	RG_JUNKBUTTON = 'Junk filter',
	RG_JOURNAL_MODE1 = "Small Journal",
	RG_JOURNAL_MODE2 = "Large Journal",
	RG_INV_MODE = "Inventory Mode",
	RG_HOTKEY_BUTT = "Hotkey Button",
	RG_WRITE_JOURNAL = "Write into journal",
	RG_B_LVL = "LVL",
	RG_B_HPS = "HP",
	RG_B_ACB = "AC",   
	RG_B_THA = "THAC0",
	RG_B_APR = "APR",  
	RG_B_STR = "STR",  
	RG_B_DEX = "DEX",  
	RG_B_CON = "CON",  
	RG_B_INT = "INT",  
	RG_B_WIS = "WIS",  
	RG_B_CHA = "CHA",  
	RG_SET_BEST_KOEF_D = "This option controls how fast are bestiary stats going to be revealed. Coefficient is multiplied by increasing variable against number of kills of the creature in the bestiary to allow for gradual revelation. Value Zero means instant revelation.",
	RG_SET_BEST_KOEF = "Bestiary Coef.",
	RG_SET_LARGE_PORT = "Large Portraits",
	RG_SET_LARGE_PORT_D = "Displays larger portraits on main gameplay screen, only works with classic HUD. Portraits may go outside screen when played with scaled or zoomed UI.",
	RG_SET_CENTER_QLOOT = "Quickloot in the center",
	RG_SET_CENTER_QLOOT_D = "Switches Quickloot menu to the center (top or bottom) of the screen instead the default left.",
	RG_RESET_BUTTON = "Reset Messagebox",
	--note these RG_ITM_COMP strings must be equal to those inside item description strings 
	RG_ITM_COMP_ST = "STATISTICS",
	RG_ITM_COMP_WE = "Weight",
	RG_ITM_COMP_RE = "Requires",
	RG_ITM_COMP_PR = "Proficiency Type: ",
	RG_ITM_COMP_DA = "Damage type: ",
	RG_ITM_COMP_TY = "Type: ",
	RG_SET_EEEX_PCEFF = "EEex enable PC Effects",
	RG_SET_EEEX_NPCBAR = "EEex show NPC bar",
	RG_SET_EEEX_PCEFF_D = "Spell effects are shown next to character portraits with an expiration timer progressbar.",
	RG_SET_EEEX_NPCBAR_D = "You must choose a key to enable this option. After the key is pressed on gameplay screen while cursor over a sprite, NPC bar is opened displaying various information about the creature. The bar can be further customized in its setting.",
	RG_NPCBAR_CLOSE = "Close NPC Bar",
	RG_NPCBAR_WEAPON = "Show Weapons on Portraits",
	RG_NPCBAR_CRE = "Show Creature Names",
	RG_NPCBAR_HP = "Show Hit points on Portraits",
	RG_NPCBAR_HPT = "Show HP Tresholds Only",
	RG_NPCBAR_EFF = "Show Effects on NPCs",
	RG_NPCBAR_ENEMY = "Show All Enemy Creatures",
	RG_NPCBAR_NEUTR = "Show All Neutral Creatures",
	RG_NPCBAR_ALLY = "Show All Allied Creatures",
	RG_NPCBAR_SELECT = "Show Selected Creature Only",
	RG_NPCBAR_INFO = "Show Information Box on Right Click",
	RG_NPCBAR_AREA = "Show Creatures in Entire Area",
	RG_NPCBAR_MINI = "Show Minimized Settings Bar",
	RG_NPCBAR_ALWAYS = "NPC Bar Always On",
	RG_NPCBAR_SETT = "NPC Bar Settings",
	RG_B3_DISABLE_OPTMIZE = "Automatic slot size optimization is recommended with 'Overlay Mode', as it can cover other UI elements. Do you really want to disable this option?",
	
}

BestiaryStrings = {
	RGG_SLIM = "Slime",
	RGG_LYCA = "Lycanthrope",
	RGG_GIAN = "Giant",
	RGG_MIST = "Mist",
	RGG_DROW = "Drow",
	RGG_MEPH = "Demon, Mephit",
	RGG_BASI = "Basilisk",
	RGG_BOSS = "Boss",
	RGG_DEMO = "Demon",
	RGG_UNDC = "Undead Ghoulish",
	RGG_UNDG = "Undead Greater",
	RGG_UNDS = "Undead Skeletal",
	RGG_UNDP = "Undead Spectral",
	RGG_BEAR = "Animal Bear",
	RGG_WOLF = "Animal Wolf",
	RGG_DOGN = "Animal Dog",
	RGG_BEET = "Animal Beetle",
	RGG_ANIM = "Animal",
	RGB_BEAR = "Bears are omnivorous, predatorial mammals most commonly found in forests and caves. Incredibly strong and fast for their size, bears hibernate throughout the winter and forage for food during the summer, and will attack hapless travellers who are foolish enough to stray too close to them.",
    RGB_WOLF = "The wolf is a very active, cunning carnivore, capable of surviving in nearly every climate. Shrouded in mystery and suspicion, they are viewed as vicious killers that slaughter men and animals alike for the lack of better things to do. The truth is that never in recorded history has a non-rabid or non-charmed wolf attacked any creature having an equal or higher intellect than itself. (The chance of encountering a rabid wolf that would attack anything is 1%, if a lone wolf is encountered.) Northern wolves exhibit colors from pure white, to grey, to black. Southern wolves are reddish and brown in color. Although fur coloration vary with climate, all wolves have various features in common. They are characterized by powerful jaws; wide strong teeth; bushy tails; tall, strong ears; and round pupils. Their eyes, a gold or amber color, seem to have an almost empathic ability. ",
    RGB_SLIM = "The oozes, slimes and jellies of the underworld are hideous, amorphous creatures that are the bane of all that lives, dissolving the weapons, armor, and flesh of their victims. A beast with no visible support within its gelatinous body. The acid touch of these creatures can vary from type to type, but all are deadly scavengers.",
    RGB_WYVE = "The wyvern is a large, winged lizard. While physically weaker and less intelligent than their dragon cousins, they can be fearsome due to their fast flying skills and stinging tails, which drip with a deadly, fast-acting venom. Unlike true dragons, wyverns only have a pair of hind legs instead of a set four. Their wingspan can get over 50 feet in length. And their tails are often quite long, comprising almost half of their bodies, yet very mobile. These ends in a thick cartilage knot with a stinger protruding out of it, not unlike that of a scorpion.",
    RGB_BASI = "Basilisks are massive, eight-legged reptilian creatures. While their bite is highly poisonous, their truly fearsome feature comes from their ability to instantly petrify any living being with their gaze. Areas where basilisks run rampant are easily recognized due to their tendency to leave their stone victims in their trail.",
	RGB_BASG = "The greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure.\n\nBasilisks are massive, eight-legged reptilian creatures. While their bite is highly poisonous, their truly fearsome feature comes from their ability to instantly petrify any living being with their gaze. Areas where basilisks run rampant are easily recognized due to their tendency to leave their stone victims in their trail.",
    RGB_DOPP = "Dopplegangers are humanoid creatures with the ability to shapeshift. They are cunning in nature, being capable of near-perfectly imitating a chosen target after observing them for a sufficient amount of time. When exposed, their tough hides and sharp claws give them a means of self-defense in their natural form.",
    RGB_DOGG = "Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very wolflike, while others seem to combine the looks of a wolf and a jackal. Wild dogs fight as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. They are found almost anywhere, run in packs, and are led by the dominant male. The pack usually hunts a variety of game, even attacking deer or antelope. Pups are born in the spring. Wild dogs can be tamed if separated from their pack.",		
    RGB_ANKH = "Ankhegs are massive, insectoid monsters that burrow beneath the earth. While not actively malicious and valued for to their ability to aerate soil with their tunnelling, ankhegs are dangerous monsters due to their tough chitinous shells (which can be treated by skilled armorers to create plate mail), sharp claws, and projectile acidic spittle.",
    RGB_FLES = "A golem is an artificial humanoid body which is animated by an elemental spirit and under the control of its creator.\n\nThe flesh golem stands a head and a half taller than most humans and weighs almost 350 pounds. It is made from a ghoulish collection of stolen human body parts, stitched together to form a single composite human body. Its skin is the sickly green or yellow of partially decayed flesh. A flesh golem smells faintly of freshly dug earth and dead flesh. No natural animal, such as a dog, will willingly track a flesh golem. It wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions, and no weapons. The golem can not speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts.",
    RGB_DRYA = "Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring, however, and dryads are rarely seen unless taken by surprise - or they wish to be spotted. The dryad's exquisite features, delicate and finely chiseled, are much like an elf maiden's. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad's complexion and hair color changes with the seasons, presenting the sprite with natural camouflage. During the fall, a dryad's hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color. This enables her to blend with the falling leaves of autumn. In winter, both the dryad's hair and skin are white, like the snows that cover the oak groves. When encountered in a forest during fall or winter, a dryad is often mistaken for an attractive maid, probably of elvish descent. No one would mistake a dryad for an elf maid during the spring and summer, however. At these times of year, a dryad's skin is lightly tanned and her hair is green like the oak leaves around her. Dryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear. They speak their own tongue, as well as the languages of elves, pixies, and sprites. Dryads can also speak with plants.",
    RGB_SIRI = "Sirines are beautiful, human-like females, at home in any aquatic environment. They have human skin tones ranging to a light yellow-green, and their hair can be almost any color, though silver and dark green are the most common. Sirines have beautiful figures and wear scanty clothing at best. Most sirines are antisocial, so they try to drive intruders away, with evil sirines taking stronger measures. Other sirines are hungry for social interaction, and try to lure male humans or demihumans to join them for a time. ",
    RGB_TASL = "Tasloi are long-legged, flat-headed humanoids. They walk in a crouching posture, touching their knuckles to the ground from time to time. Their skins are a lustrous green and are thinly covered with coarse black hair. Their eyes are similar to a cat's and are gold in color. Often they can be heard at night, speaking in their high, whispery voices. Tasloi speak their own tongue and can also speak the languages of monkeys and apes. About 5% of their kind have learned a pidgin common that they use when trading.",
    RGB_WEWO = "Werewolves are the most feared of the lycanthropes, men who can transform into wolflike beasts. They should not be confused with wolfweres - wolves who turn into men. Great enmity exists between werewolves and wolfweres. The human forms of werewolves have no distinguishing traits. The werewolf form is equally varied. Many have a bipedal form that is a hybrid of human and lupine features. These creatures are about 1-foot taller and stronger than their human forms. The bodies are fur-covered and have short tails, wolflike legs, and heads that are combinations in varying degrees of human and lupine features. A second form of hybrid is more wolflike, and may be mistaken for a large wolf when it runs on all four legs. This hybrid can also walk erect and has humanlike hands. Another type of werewolf (about 20%) looks exactly like a large wolf about the size of a bear. This creature has no human features, although the eyes may glow red in the dark. ",
    RGB_WOWE = "The wolfwere is an evil and hateful creature that delights in the brutal slaying of humans and demihumans alike. In many cases, the wolfwere is able to attack its victims with utter surprise because of its ability to assume the shape of a human of exceptional charisma. The wolfwere is able to assume a wide variety of shapes at will. Transformation from one form to another takes only a single round. Its true shape, and that in which it prefers to spend the vast majority of its time, is that of a large wolf. When in this state, it is almost indistinguishable from a dire wolf. When a wolfwere is attempting to lure humans or demihumans into an ambush, it will assume the shape of member of their race. Almost without exception, the new persona will not be of the same sex as the potential victim. Thus, a wolfwere which is stalking a male elf will transform itself into a female elf. In all cases, the newly disguised wolfwere will have exceptional physical beauty. ",
	RGB_XVAR = "Xvarts are a cruel, cowardly race of humanoids which live in hilly, cavernous regions. They occupy a place in humanoid society somewhere between goblins and kobolds. The small, bald, blueskinned creatures often act as intermediaries between these two races, usually dominating the latter. Although weak individually, they are extremely prolific, and are almost always encountered in large groups. ",
    RGB_ZOMB = "Among the lowest caliber of undead creatures, zombies are mindless animated corpses that exist in a state of perpetual hunger, shambling towards anything living with single-minded purpose. Despite being slow and weak, they are at their most dangerous when gathering in hordes.",
	RGB_HORB = "Battle Horror, a creation of ancient magics and arcane craftsmanship, strides through the darkness with an aura of silent menace and unyielding resolve. Forged from enchanted armor and animated by powerful spells, this spectral guardian embodies the timeless vigilance and unwavering loyalty of its creators. Clad in gleaming steel and adorned with mystic sigils, the Helmed Horror strikes fear into the hearts of those who dare to cross its path.",
	RGB_HORH = "The Helmed Horror, a creation of ancient magics and arcane craftsmanship, strides through the darkness with an aura of silent menace and unyielding resolve. Forged from enchanted armor and animated by powerful spells, this spectral guardian embodies the timeless vigilance and unwavering loyalty of its creators. Clad in gleaming steel and adorned with mystic sigils, the Helmed Horror strikes fear into the hearts of those who dare to cross its path.",
    RGB_INVI = "The invisible stalker is a creature from the elemental plane of Air. Those encountered on the Prime Material plane have almost always been summoned by wizards to fulfill a specific task. The true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold. Invisible stalkers understand the common speech of men, but can not speak it. They can converse only in their own language, which sounds much like the roaring and whooshing of a great wind storm. ",
    RGB_RATS = "The Rat, a ubiquitous creature of the darkened alleys and forgotten sewers, scurries with an aura of skittishness and primal survival instinct. Born from the teeming masses of urban sprawl and the decaying depths of ancient ruins, the Rat embodies the essence of scavenging and adaptability, its wiry form adorned with coarse fur and twitching whiskers. With its keen senses and nimble movements, the Rat navigates the hidden recesses of the world with cautious curiosity and wary vigilance.",
	RGB_BAND = "The Bandit, a lawless renegade of the open road, roams with an aura of reckless abandon and roguish charm. Born from the fringes of society and forged in the crucible of desperation, the Bandit embodies the essence of freedom and defiance, their rugged attire adorned with stolen trinkets and ill-gotten gains. With their cunning tactics and swift blades, the Bandit preys upon the unwary, striking fear into the hearts of travelers and merchants alike.",
	RGB_DROW = "Long ago, dark elves were part of the elven race that roamed the world's forests. Not long after they were created, though, the elves found themselves torn into rival factions - one following the tenets of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were driven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld. These dark elves became the drow. The drow no longer wish to live upon the surface of the earth. In fact, few who live on the surface ever see a drow. But the dark elves resent the elves and faeries who drove them away, and scheme against those that dwell in the sunlight.",
	RGB_ETTI = "Ettins, or two-headed giants, as they are often called, are vicious and unpredictable hunters that stalk by night and eat any meat they can catch. An ettin at first appears to be a stone or hill giant with two heads. On closer inspection, however, the creature's vast differences from the relatively civilized giant races become readily apparent. An ettin has pink to brownish skin, though it appears to be covered in a dark brown hide. This is because an ettin never bathes if it can help it, and is therefore usually encrusted with a thick layer of dirt and grime. An ettin's right head is always the dominant one, and the right arm and leg will likely appear slightly more muscular and well-developed than the left. An ettin wears only rough, untreated skins, which are dirty and unwashed. Obviously, ettins smell very bad, due to their complete lack of grooming habits -- good or bad.",
	RGB_GOBL = "These small, evil humanoids would be merely pests, if not for their great numbers. Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors. Goblin speech is harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues. ",
	RGB_LIZA = "Typically only found in tropical regions, lizard men are primitive bipeds with a well developed social structure and advanced religious beliefs. Lizard men tribes are typically led by a lizard king who is significantly larger and more powerful than his kin. Lizard men do not come into conflict with humans often, but their fondness for the taste of human flesh often causes problems.",
	RGB_MINO = "Minotaurs are either cursed humans or the offspring of minotaurs and humans. They usually dwell in underground labyrinths, for they are not confused in these places, which gives them an advantage over their prey. Minotaurs are huge, well over 7 feet tall, and quite broad and muscular. They have the head of a bull but the body of a human male. Their fur is brown to black while their body coloring varies as would a normal human's. Clothing is minimal, usually a loin cloth or skirt. ",
	RGB_YUAN = "These creatures are rare, but extremely deadly opponents. Yuan-ti are an offshoot of a race which ruled Faerûn long before humanoids took control. With snakelike bodies and vaguely human limbs, yuan-ti hide in secret vaults until the time is right to strike out at their enemies. Yuan-ti are extremely intelligent foes with very sophisticated magical talents. They are known for their cunning minds, poisonous traps, and vile religious rituals.",
	RGB_MUMM = "Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy. Mummies are usually (but not always) clothed in rotting strips of linen. They stand between 5 and 7 feet tall and are supernaturally strong.",
	RGB_MUMG = "Also known as Anhktepot's Children, greater mummies are a powerful form of undead created when a high-level lawful evil priest of certain religions is mummified and charged with the guarding of a burial place. It can survive for centuries as the steadfast protector of its lair, killing all who would defile its holy resting place. Greater mummies look just like their more common cousins save that they are almost always adorned with (un)holy symbols and wear the vestments of their religious order. They give off an odor that is said to be reminiscent of a spice cupboard because of the herbs used in the embalming process that created them. Greater mummies are keenly intelligent and are able to communicate just as they did in life. Further, they have an inherent ability to telepathically command all normal mummies created by them. They have the ability to control other mummies, provided that they are not under the domination of another mummy, but this is possible only when verbal orders can be given. ",
	RGB_MYCO = "Myconids, or fungus men, are a race of intelligent fungi that live in the remote reaches of the Underdark. They are cautious creatures that deplore violence; myconids have no desire to conquer anybody and would prefer to be left alone. Myconids resemble walking toadstools in human form. Their flesh is bloated and spongy and varies in color from purple to gray. Their wide feet have vestigial toes and their pudgy hands have two stubby fingers and a thumb on either side. They have no spoken language.",
	RGB_ORCS = "Orcs are a species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding. They are the hereditary enemies of goblins and hobgoblins, with whom they often compete for resources. Reasonably intelligent carnivores, orcs are constantly waging war against other races to maintain their tribes. These wars thin the weak predators from their tribes and gather resources for the next generation. Orcs have a reputation for being extremely powerful warriors. Wizards have tried to create orcish variants to take advantage of the race's natural ferocity and strength.",
	RGB_MIST = "The crimson death is a malevolent, vaporous creature that feeds on the bodily fluids of its victims. The body of the crimson death is a humanoid-shaped cloud of pale color. It is difficult to distinguish if seen against fog and nearly invisible to infravision. When the creature is fed, it develops a crimson flush that is easily visible by normal or infravision. The cloud possesses humanoid features. The fingers elongate into tentacles when it is feeding. Because of its behavior, sages believe that a Crimson Death Mist is the result of the actual death of a vampire. The crimson death's language is a barely audible series of whispers. It can communicate with other vaporous beings such as air elementals. It communicates with humanoids only if it is their captive.",
	RGB_SALA = "Beings from the Elemental Plane of Fire and the Paraelemental Plane of Ice, salamanders are large creatures with the upper bodies of men and the lower bodies of serpents. Salamanders are typically only found in extremely hot and extremely cold environments. As these beings are elemental-kin, they radiate small amounts of elemental energy at all times. They are selfish and cruel creatures that cannot abide being removed from their environment for an extended period of time.",
	RGB_GITH = "Githyanki are an ancient race descended from humans. They dwell upon the Astral plane but will often leave that plane to make war on other races. They are engaged in a lengthy war with the githzerai. Githyanki are strongly humanoid in appearance. They are approximately of human height but tend to be much more gaunt and long of limb. They have rough, yellow skin and gleaming black eyes that instantly betray their inhumanness. Like many demihuman races, their ears have sharp points and are serrated at the back. Dress for the githyanki is always an elaborate affair. Their baroque armor and weapons of war are decorated with feathers, beads, and precious metals and gems. Githyanki speak their own tongue, and no others.",
	RGB_BALO = "The greatest and most terrible of the true tanar'ri, the balors are the undisputed terrors of the Abyss. They are the very motivation behind the tanar'ri involvement in the Blood War. In every sense of the word, balors are the quintessential tanar'ri. They derive great pleasure from the suffering of others and go out of their way to torment lesser beings and cause them pain. Balors are repulsive and loathsome to behold. They are towering humanoids with deep, dark red skin. They have huge wings that propel them with unnatural speed and agility. They have long, wicked claws and grotesque fangs that drip with venom. Balors are commonly surrounded by searing flames.",
	RGB_MARI = "Bold and cunning, marilith are the generals and tacticians for the Blood War. Where the balors are the influence and energy behind the war effort, the marilith are the brains and tactics. Terrible to behold, these creatures have the bodies of giant snakes, with huge, green, scaly coils. From the waist up, they are beautiful, comely females. Besides her obvious snake body, the feature that reveals the true nature of this tanar'ri is her six arms. They are commonly adorned with precious jewelry and highly decorated weapons, marilith most often carry a different weapon in each of their six hands.",
	RGB_TANA = "Tanar'ri are, in the broadest terms, chaos and evil defined. The less intelligent often attack without question and fight until slain. True and greater tanar'ri often roam the Astral and Ethereal Planes -- their attention is attracted by those in an ethereal state.",
	RGB_PITF = "Pit fiends are the lords of the Nine Hells. They are the baatezu of the greatest power and the highest station. Pit fiends are found throughout the various layers of the Nine Hells, but are very rare on the upper layers. Wherever they are found, these mighty lords hold a position of great authority and power. They sometimes command vast legions consisting of dozens of complete armies, leading them into battle against the tanar'ri.",
	RGB_ABIS = "Abishai are common on the first and second layers of the Nine Hells, appearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai communicate with telepathy. Abishai are voracious and evil. They delight in tormenting those few natives of the Nine Hells that are lower in power.",	
	RGB_DOGW = "Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing, making them adept at detecting intruders. Most war dogs are not usually vicious, and will rarely attack without cause. The status of war dogs varies greatly; some are loyal and beloved pets, some are watch dogs, others are hunting dogs, and some are trained for battle. ",
	RGB_CATS = "A great cat is a redoubtable foe in battle and is surprised only on a 1. They are experts in stalking and often hunt in pairs or groups. They can leap 10 feet upward, and spring forward 30 feet to 50 feet to attack. If they strike successfully with both forepaws, their rear claws rake for 2-8 (2d4) points of damage per claw. The species ranges from the subarctic to the tropics, generally inhabiting wooded or covered terrain. They are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed. These animals rarely fight among themselves, but will protect their territories ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer. Females raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present. Feared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger occupies the top predatory niche.",
	RGB_DUER = "Duergar, or gray dwarves, are a malevolent breed that exist at extreme depths underground. Duergar may be fighters, priests, thieves, or multi-classed fighter/priests, fighter/thieves, or priest/thieves. Thieves are proficient in the use of poison. Duergar appear to be emaciated, nasty-looking dwarves. Their complexions and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment. In their lairs, they may wear jewelry, although such pieces are kept dull. Duergar have infravision to 120 feet. They speak the duergar dialect of the dwarven tongue, undercommon (the trading language of subterranean cultures), and the silent speech employed by some subterranean creatures. Intelligent duergar may speak other languages as well. ",
	RGB_GIAN = "Fire giants are brutal, ruthless, and militaristic. They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old. Warriors usually wear banded mail and round metal helmets. They carry their belongings in huge sacks. A typical fire giant's sack contains 2-5 (1d4+1) throwing rocks, the giant's wealth, a tinderbox, and 3-12 (3d4) common items. Everything they own is battered, filthy, and smelly, making it difficult to identify valuable items. All fire giants can speak the language of all giants and their own tongue.",
	RGB_MIMI = "Mimics are magically-created creatures with a hard rock-like outer shell that protects their soft inner organs. Mimics can alter their form and their pigmentation; they use this talent to lure victims into close range, where they attempt to feed on them. They usually appear in the form of treasure chests. There are two varieties, the smaller, more intelligent common mimic, and the larger, less intelligent killer mimic. Mimics are large. Common mimics occupy about 150 cubic feet (a 3' x 6' x 8' chest, or a large door frame). Killer mimics occupy about 200 cubic feet. Mimics' natural color is a speckled grey that resembles granite. Mimics can alter their pigmentation to resemble varieties of stone (such as marble), wood grain, and various metals (gold, silver, copper); it takes one round to make the desired alteration. They cannot lose mass in this transformation (they must remain the same size, though they may radically alter their dimensions). Common mimics have their own tongue (corruptions of the original language spoken by their wizard creators) and can also be taught to speak in common and other languages. Killer mimics are incapable of speech.",
	RGB_OROG = "Elite orcs, or orogs, are a race of great orcs, possibly mixed with ogre blood. Orogs range between 6 and 6 and a half feet tall. They are highly disciplined warriors and have their own standards and banners which they display prominently - it is usually easy to tell when orogs are present among common orcs. Orogs can be found at the vanguard of large orc armies, but rarely on patrol. There is a 10% chance that an orc tribe will have orogs, whose number equals 10% of the male population. (Thus a community of 3,000 male orcs has a 10% chance of having 300 additional orogs.) Small bands of elites (20-80 orogs) will hire themselves out as mercenaries.",
	RGB_SHAM = "Shambling mounds, or shamblers, appear to be heaps of rotting vegetation. They are actually an intelligent form of plant life, with a roughly humanoid shape, and a brain-like control center in its chest area. A shambler has a 6-foot girth on its lower half, tapering to about 2 feet at its head. Shambling mounds are found only in regions of dense rainfall and vegetation. Dismal swamps, marshes, and rain forests are their favorite living areas, but some wet, subterranean places also serve as shambler lairs. They are solitary beasts, rarely living in the same area with other shamblers - usually only in areas where the food source is constant, near famous ruins, or abandoned gold mines. Shamblers are almost totally silent and invisible in their natural surroundings; opponents suffer a -3 penalty to surprise rolls. A shambler often lies in a shallow bog, waiting for some creature to walk onto it, then it attacks. The creatures are excellent swimmers as well, and they have been known to sneak into the camps of unsuspecting travelers at night. ",
	RGB_SNAK = "Snakes are long, slender reptiles that can be found anywhere in the entire world, even in the coldest arctic regions. There are basically two types of snakes, in all manner of sizes. The poisonous snakes make up for their relatively smaller size with deadly venoms, while the larger constrictors squeeze their victims to death. Both types sleep for days after eating. All snakes shed their skin several times each year.",
	RGB_WIGH = "In ages long past, the word wight meant simply man. As the centuries have passed, though, it has come to be associated only with those undead that typically inhabit barrow mounds and catacombs. From a distance, wights can easily be mistaken for any number of humanoid races. Upon closer examination, however, their true nature becomes apparent. As undead creatures, wights are nightmarish reflections of their former selves, with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.",
	RGB_SHAD = "Shadow Druids are a druidic cult which believes that nature should drive out civilization with violence. They are active along the Sword Coast with bases of operations in the Cloakwood Forest and the Druid Grove. The druidic circle as a whole is led by the Shadow Archdruid, while 'First Druids' serve as the leaders of individual groves. They use extreme methods and violence to drive away civilization, using the ferocious powers of nature.",
	RGB_SHAT = "The Shadow Thieves are an organization that operate through agents all over Western Faerun among their many bases. Their head base is in the Athkatla Docks in the city of Athkatla, and their highest leader is Aran Linvail. They thrive in criminal activity.",
	RGB_COWL = "The Cowled Wizards is an organization that regulates the use of wizardly magic by the people in Athkatla. They place strict laws that ban unlicensed wizardly spells. The casting of one will lead to the arrest of those involved. If they resist, they will be killed. After they are arrested they go on trial in a building in the Athkatla Government, where the leader decides what sentence is applicable.",
	RGB_GLAB = "Of all the tanar'ri - demonic fiends that inhabit the Abyss of chaos and evil - few are as cunning as the doglike glabrezu. These are the chosen tempters of mortal minds, offering power and knowledge beyond the ken of even the most knowledgeable. Of course, this knowledge comes with a price. They're also brutal warriors, among the most dangerous creatures you have encountered. Tread carefully, both in body and mind.",
	RGB_CORN = "One of the highest-ranking levels of baatezu in all Baator, cornugons are those who have ascended through the ranks of their fellows by way of countless generations of betrayal, self-sacrifice, deception, and all manner of vices. Covered with tiny horns, wearing a huge pair of wings, and heavily-muscled, they look like stupid creatures and often play on that to their advantage - they are, in fact, deeply intelligent creatures, and there's no telling how deep their schemes might run.",
	RGB_ALUF = "The child of a tanar'ri and a human father, the alu-fiend is akin to a succubus in appearance. Some of them try to repress the evil within them; far more attempt to outdo their fiendish forebears in sheer evil and cruelty. You should know better than to trust a tanar'ri.",
	RGB_ERIN = "Erinyes are fierce baatezu whose heavenly appearance belie their wicked intentions. They are the furies of the Nine Hells, responsible for bringing infernal justice and vengeful retribution to mortals and devils alike. While most scholars of the planes consider erinyes to be among the lesser devils, their unique position in reporting directly to the Dark Eight meant that some consider them greater baatezu.",
	RGB_SUCU = "One of the tanar'ri, they are a devilish temptresses. When uncovered in her true form, a succubus appears as a stunningly beautiful woman of statuesque build and perfect figure, with flawless skin and red or raven-black hair, but also clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. Their eyes are said to smolder with sinister desire. Small horns or a tail might also be seen. Succubi stand on average around 6 feet tall and weighed 125 pounds. Demonic succubi are by far the most attractive of the otherwise-hideous tanar'ri, maybe even of all demons.",
	RGB_REDW = "The Red Wizards of Thay are a malevolent organization of wizards - a magocracy - that rules over the distant realm of Thay in the eastern reaches of Faerun, far from the lands of Baldur's Gate or Athkatla. These ruthless, cruel and power-hungry wizards seek to dominate all races and peoples of the world, with ploys to achieving this goal ranging from mercantile subversion to assassination to open-warfare. Their land neighbors Rashemen, and they have frequently invaded that realm in order to pursue their ambitions, but have been beaten back on every single occasion.",
	RGB_MONK = "Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own: They channel a subtle energy, called ki, which allows them to perform amazing feats. The Monk's best known feat is their ability to stun an opponent with an unarmed blow.",
	RGB_MOND = "The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision.",
	RGB_MONH = "The Heretic Monk, a renegade acolyte of forbidden doctrines and arcane secrets, moves with an aura of defiant zeal and mystical fervor. Cast out from the orthodox orders and branded as apostates, the Heretic Monks embody the essence of rebellion and spiritual exploration, their robes adorned with esoteric symbols and forbidden scriptures. With their unorthodox techniques and blasphemous rituals, the Heretic Monks challenge the established dogma and seek enlightenment through paths untrodden by their traditional brethren.",
	RGB_MONS = "The Monk of Shar, a shadowy disciple of darkness and harbinger of despair, moves with an aura of silent menace and infernal grace. Devoted to the Mistress of the Night and sworn to uphold her sinister tenets, the Monk of Shar embodies the essence of shadow and secrecy, their form cloaked in midnight hues and their movements shrouded in darkness. With their unholy strikes and eldritch abilities, the Monk of Shar strikes fear into the hearts of those who dare to oppose the will of their dark mistress.",
	RGB_BARB = "The Barbarian, a fierce warrior of untamed lands, charges into battle with an aura of primal fury and indomitable strength. Hailing from rugged landscapes and wild frontiers, the Barbarian embodies the essence of freedom and raw power, their muscular frame adorned with tribal markings and battle scars. With their mighty weapons and ferocious battle cries, the Barbarian strikes fear into the hearts of their foes and inspires awe in those who witness their unmatched prowess.",
	RGB_BATN = "Bats, the nocturnal denizens of the night sky, are often overlooked as mere pests or nuisances by those who dwell in the light. However, these winged creatures play a crucial role in the delicate balance of the natural world. With their leathery wings and keen echolocation, bats navigate the darkness with unparalleled grace and precision, hunting insects and pollinating flowers with equal efficiency.",
	RGB_BEET = "Giant beetles are similar to their more ordinary counterparts, but thousands of times larger -- with chewing mandibles and hard wings that provide substantial armor protection. Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to fly, and in most cases, its six bristly legs do not enable it to move as fast as a fleeing man. The hard, chitinous shell of several varieties of these beetles are brightly colored, and sometimes have value to art collectors. While their shells protect beetles as well as plate mail armor, it is difficult to craft armor from them, and a skilled alchemist would need to be brought in on the job. All beetles are basically unintelligent and always hungry. They will feed on virtually any form of organic material, including other sorts of beetles. They taste matter with their antennae, or feelers; if a substance tasted is organic, the beetle grasps it with its mandibles, crushes it, and eats it. Because of the thorough grinding of the mandibles, nothing eaten by giant beetles can be revived by anything short of a wish. Beetles do not hear or see well, and rely primarily on taste and feel.",	
	RGB_BEHO = "The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries. Equally deadly are a number of variant creatures known collectively as beholder-kin, including radical and related creatures, and an undead variety. These creatures are related in manners familial and arcane to the 'traditional' beholders, and share a number of features, including the deadly magical nature of their eyes. The most extreme of these creatures are called beholder abominations. The globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills. Beholders and beholder-kin are usually solitary creatures, but there are reports of large communities of them surviving deep beneath the earth and in the void between the stars, under the dominion of hive mothers. All beholders speak their own language, which is also understood by all beholder-kin. In addition, they often speak the tongues of other lawful evil creatures.",
	RGB_DJIN = "Genies come from the elemental planes. There, among their own kind, they are have their own societies. Genies are sometimes encountered on the Prime Material plane and are often summoned specifically to perform some service for a powerful wizard or priest. All genies can travel to any of the elemental planes, as well as the Prime Material and Astral planes. Genies speak their own tongue and that of any intelligent beings they meet through a limited form of telepathy.  Djinn, the elemental genies of air, are majestic beings that soar through the skies on currents of wind and magic. Born from the swirling chaos of the Elemental Plane of Air, these powerful entities embody the essence of freedom and tempestuousness.",
	RGB_EFRE = "The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. A properly summoned or captured efreeti can be forced to serve for a maximum of 1,001 days, or it can be made to fulfill three wishes. Efreet are not willing servants and seek to pervert the intent of their masters by adhering to the letter of their commands. The efreet are said to be made of basalt, bronze, and solid flames. They are massive, solid creatures.", 
	RGB_ELEF = "From the heart of the elemental plane of fire, Fire Elementals manifest as living infernos, their ethereal forms flickering with an unbridled intensity. These beings embody the essence of fire itself, their presence marked by scorching heat that mirrors the ferocity of a blazing conflagration. Encounters with Fire Elementals are incandescent spectacles, where the very air shimmers with the intense energy they command. Amidst ancient sanctuaries or volcanic domains, adventurers may find themselves facing Fire Elementals. Battles with these living flames demand not only martial skill but also a strategic understanding of the unpredictable nature of elemental fire. In the arcane landscapes where secrets flicker like embers, the appearance of Fire Elementals signifies a convergence of elemental power and the ever-present threat of conflagration.",
	RGB_ELEE = "Forged from the bedrock of the elemental plane of earth, Earth Elementals rise as colossal embodiments of stone and soil. Within subterranean depths and ancient caverns, these entities command the solidity of the very ground adventurers tread. Encounters with Earth Elementals are battles against the enduring strength of the earth itself, where the very terrain becomes both weapon and shield.In the labyrinthine passages or buried ruins, adventurers may face Earth Elementals as silent guardians. These creatures can meld with the very earth, making them formidable opponents with an uncanny ability to control the battlefield. Engaging with Earth Elementals requires not only martial prowess but a strategic understanding of the solid ground on which the battle unfolds. In the subterranean realms where mysteries lie buried, the presence of Earth Elementals signifies a confrontation with the enduring forces of the earth.",
	RGB_ELEA = "Sweeping through the skies from the boundless reaches of the elemental plane of air, Air Elementals materialize as ethereal vortexes. These entities, comprised of swirling currents and debris, command the very atmosphere itself. Encounters with Air Elementals are graceful yet tumultuous dances, where the air becomes both ally and adversary. In the aerial expanses or mystical chambers where winds converge, adventurers may confront Air Elementals. These entities can manipulate the very air currents, creating a battlefield that challenges both ground-bound stability and aerial maneuverability. Engaging with Air Elementals requires not only mastery of combat but an understanding of the ever-shifting winds that define the atmospheric realms. In the vast skies of the world, where secrets soar high, the presence of Air Elementals signifies a dance with the untamed forces of the atmosphere.",
	RGB_ELEW = "Emerging from the depths of the elemental plane of water, Water Elementals undulate through aquatic realms with a fluid grace. These living torrents of water embody the ebb and flow of the ocean itself. Encounters with Water Elementals are fluid dances, where the boundaries between the physical and the aqueous become indistinct.Beneath the surface of mystical pools or hidden aquatic caverns, adventurers may encounter Water Elementals as guardians or denizens of submerged realms. Their fluid forms make them elusive adversaries, capable of manipulating water to drown foes or launch watery assaults. Engaging with Water Elementals requires not only mastery of combat but an understanding of the fluid dynamics that define the aquatic environments they inhabit. In the underwater tapestry of Baldur's Gate II, where secrets ripple beneath the surface, the presence of Water Elementals signifies a dance with the ever-shifting tides.",
	RGB_MINF = "The Mind Flayer, an abomination born of the darkest depths of the Underdark, moves through the shadows with a sinister aura of psychic power and eldritch knowledge. Its slimy, tentacled visage strikes fear into the hearts of those who behold it, while its malevolent intellect schemes and plots with cruel efficiency. Armed with psionic abilities and a hunger for the thoughts of others, the Mind Flayer preys upon the minds of sentient beings, twisting their thoughts and draining their very essence.",
	RGB_GOLS = "The Stone Golem, a towering colossus of animated rock and earth, stands as a sentinel of ancient power and enduring strength. Carved from solid stone and imbued with arcane energy, this formidable construct embodies the resilience and immovability of the mountains themselves. With its massive form and impassive visage, the Stone Golem strikes fear into the hearts of all who dare to challenge its domain.",
	RGB_GOLI = "The Iron Golem, a towering behemoth forged from molten metal and arcane enchantments, looms over its surroundings with an imposing presence. Crafted by master artisans and infused with powerful magic, this formidable construct epitomizes the fusion of artifice and sorcery. Its gleaming metallic form, wrought with intricate detail and formidable strength, strikes fear into the hearts of all who behold it.",
	RGB_GOLA = "The Adamantite Golem, a pinnacle of craftsmanship and arcane mastery, stands as a sentinel of unyielding resolve and indomitable strength. Fashioned from the rarest of metals and infused with the purest of magical energies, this towering construct embodies the epitome of durability and resilience. Its gleaming form, forged with precision and infused with ancient enchantments, radiates an aura of invincibility that commands respect and fear alike.",
	RGB_GOLF = "The Flesh Golem, a grotesque amalgamation of stitched-together body parts and dark sorcery, shambles forth with an eerie semblance of life. Created through unholy rituals and blasphemous experimentation, this abomination of flesh and bone embodies the horrors of the darkest recesses of the mind. Its stitched-together form, animated by forbidden necromantic energies, exudes an aura of dread that chills the very soul.",
	RGB_GOLC = "The Clay Golem, a massive construct molded from enchanted clay and animated by ancient sorcery, strides forward with a ponderous grace. Crafted by skilled artisans and imbued with powerful magic, this formidable guardian embodies the enduring strength and resilience of earth itself. Its massive form, sculpted with precision and infused with arcane energies, exudes an aura of stoic determination that commands respect and awe alike.",
	RGB_GOLM = "The Magic Golem, a marvel of arcane craftsmanship and mystical enchantment, strides forth with an aura of otherworldly power and ancient wisdom. Crafted by master artificers and infused with potent sorceries, this ethereal guardian embodies the convergence of magic and machinery. Its form, shimmering with arcane energy and adorned with intricate runes, radiates an aura of transcendent majesty that commands respect and reverence alike.",
	RGB_GOLD = "The Sand Golem, a towering figure sculpted from the shifting sands of the desert and imbued with ancient magic, strides forth with an eerie grace and silent determination. Fashioned by forgotten sorcerers and animated by the primal forces of the desert itself, this formidable guardian embodies the harsh beauty and unforgiving nature of the arid wasteland. Its towering form, composed of swirling sands and bound by mystical energies, exudes an aura of timeless wisdom and stoic resilience that commands respect and fear alike.",
	RGB_HARP = "Harpies are wicked avian beasts that prey upon nearly all creatures but prefer the flesh of humans and demihumans. Harpies have the bodies of vultures but the upper torsos and heads of women. Their human features are youthful, but hideous, with frayed unkempt hair and decaying teeth. A foul odor surrounds all harpies and that which they touch. Harpies never bathe nor clean themselves in any way. Their dress, if anything, is limited to tattered rags and shiny trinkets taken from previous victims. The language of harpies, in contrast to their enticing song, is a horrible collection of cackles and shrieks. Although there are instances of harpies which could speak the languages of other creatures, these are few and far between. ",
	RGB_JACK = "The jackalwere is a terrible and savage creature which preys on unsuspecting travelers and other demihumans that it can ambush. Its ability to alter its shape at will makes it a most dangerous foe. The jackalwere can be found in any of three forms, showing no preference for any one over the others. The first of these is that of a normal jackal. In this form it will often run and hunt with jackal packs. Its second form is a six foot tall, half-human/half-jackal hybrid which stands erect. In its third form, the jackalwere is physically indistinguishable from normal human beings. The exact physical characteristics of the jackalwere's human form varies according to the desires of the monster. ",
	RGB_REMO = "Remorhaz, sometimes known as polar worms, inhabit only chill arctic wastes. They are very aggressive predators that devour any animal matter, including humans, demihumans, and humanoids; they have even been known to attack frost giants. A remorhaz has a segmented body with a winged head and neck, standing on dozens of chitinous legs. Remorhaz have an ice blue color everywhere except on their backs, where a streak of white sets off the many protrusions located there. The size of a remorhaz varies betwwen 21 to 42 feet long. Their language consists of roaring, bellowing, and howling.",
	RGB_RAKS = "Rakshasas are malevolent fiends that stalk the material plane, their origins shrouded in dark and ancient lore. Possessing the cunning of a predator and the guile of a master manipulator, these fiends often take on humanoid forms to blend seamlessly among mortals. However, their true nature is revealed by their telltale features: the feral eyes of a beast, the razor-sharp claws of a predator, and the unmistakable aura of malevolence that surrounds them. Encounters with Rakshasas are often marked by deception and intrigue, as these fiends delight in toying with the lives and destinies of mortals. Masters of illusion and mind manipulation, they weave intricate webs of deceit to further their own sinister agendas. Despite their humanoid guise, Rakshasas are creatures of pure evil, their insatiable hunger for power and dominance driving them to commit unspeakable acts of cruelty and depravity.",
	RGB_SAHU = "Sahuagin are a vicious, predatory race of fish-men that live in warm coastal waters. They are highly organized and greatly enjoy raiding shore communities for food and sport. Typical sahuagins are blackish green on their backs, shading to green on their bellies, with black fins. Their great, staring eyes are deep, shining black. They have scaly skin, with webbed fingers and toes, and their mouths are filled with sharp fangs. About 1 in 216 sahuagin is a mutation with four usable arms. These specimens are usually black shading to gray. Females are indistinguishable from males, except that they are slightly smaller. Hatchlings are a light green color, but they darken and attain full growth approximately one to two months after hatching. Sahuagin speak their own tongue. ",
	RGB_SHAW = "Shadows are sinister undead creatures that lurk within the darkest recesses of the world, born from the remnants of departed souls and suffused with the essence of darkness. These incorporeal beings drift silently through the shadows, their amorphous forms barely visible against the dim light. With each passing moment, they hunger for the warmth of life, draining the vitality of those unfortunate enough to cross their path. Encounters with Shadows are chilling experiences, as their touch saps the strength and resilience of the living, leaving behind only cold emptiness. In the desolate crypts and haunted ruins where they dwell, Shadows are harbingers of fear and despair, their presence a reminder of the inevitability of mortality and the lingering specter of undeath. Only those armed with light and resolve can hope to withstand the numbing grasp of these spectral terrors.",
	RGB_BONF = "Bone fiends were a type of fiend that could be found in a number of the lower planes. They slashed at their foes with long, bladed arms that infected others with disease. They had inherent protection from the elements, physical harm, and even magic itself. They could only be harmed by magical weapons. Bone fiends were used as minions by some of the more powerful Bhaalspawn members of the Five. Both Abazigal and Yaga-Shura were known to keep them within their respective domains in Tethyr.",	
	RGB_CAMB = "The exact meaning of the term 'cambion' has differed over the years. Some sources stated a true cambion was the union of a planetouched woman (usually a tiefling) and a tanar'ri. They also further delineated this terminology to create 'noble cambions': marquis and baron cambions were similarly sired by a demon lord father and a female humanoid half-fiend.",	
	RGB_MAUR = "Maurezhi were tanar'ri demons with many marked similarities to ghouls. What made them particularly more dangerous was that by consuming the flesh of the recently deceased, they could absorb the experience and memories of their victims. The primary goal of a maurezhi was to kill and consume mortals of great physical prowess and intellect. In between their real targets, maurezhis snacked on the already deceased within graveyards in order to quench their need for flesh. They normally attempted to enter a Material Plane in order to begin their voracious work before returning to the Abyss far more powerful than they were before.",
	RGB_NABA = "Nabassus, otherwise known as death stealers,were aggressive tanar'ri demons that had strong connections to undeath and were eternally hungry for souls. They were unique among demons as the only ones that had to live on a foreign plane for a part of their lives, sent as they were to bring the terror of the Abyss to the Material Plane. Death stealers held a special enmity towards beings of the Material Plane, seemingly blaming the denizens for their exile from the Abyss. Although juvenile nabassus were not particularly treasure-hungry, adults had far greater greed and often sought treasures and prizes.",
	RGB_VELI = "Velithuu is a demon found in Watcher's Keep Compass Level. It has immunities common to most demons. In addition, it is immune to Backstab and +1 weapons and can innately see invisible creatures. It prefers to attack with lightning arrows with the shortbow, but its melee attacks can poison the target for 1 damage per second over 10s, unless they save vs Death with a -2 penalty.",
	RGB_DKNI = "A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life. A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a fire. The demeanor of a death knight is so terrifying that even kender have been known to become frightened. A death knight's deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it spoke in its former life, as well as up to six additional languages. ",
	RGB_IMP1 = "Imps are diminutive creatures of an evil nature who roam the world and act as familiars for lawful evil wizards and priests. The average imp is a 2' humanoid with leathery, bat-like wings, a barbed tail, and sharp, twisted horns. Its skin is a dark red and its horns and jagged teeth are a gleaming white. The imp can polymorph itself into two other animal forms. The most commonly encountered alternate forms are those of a large spider, raven, giant rat, or goat. In such forms the imp is physically identical to a normal animal. ",
	RGB_QUAS = "The Quasit, a fiendish familiar bound to serve dark sorcerers and infernal masters, skitters through the shadows with an aura of malevolent glee and unholy mischief. Manifesting in the mortal realm through dark rituals and infernal pacts, the Quasit embodies the essence of demonic temptation and diabolic servitude, its impish form adorned with leathery wings and jagged claws. With its fiendish intellect and supernatural abilities, the Quasit serves as a constant companion and agent of chaos to those who dare to summon it.",
	RGB_DRAG = "The Dragon, an ancient and majestic creature of legend, soars through the skies with an aura of awe-inspiring power and primal majesty. Born from the primordial forces of creation and bound to the natural order of the world, the Dragon embodies the essence of raw elemental energy and draconic might, its massive form adorned with shimmering scales and formidable claws. With its draconic intellect and mastery of arcane magic, the Dragon commands respect and fear from all who behold its magnificent presence.",
	RGB_GOLE = "The Ice Golem, a towering sentinel of frozen fury, strides through blizzard-ridden landscapes with an aura of chilling majesty and elemental power. Crafted from the icy depths of glacial caverns and bound by ancient sorceries, the Ice Golem embodies the essence of winter's wrath, its crystalline form gleaming with frost and snow. With its colossal frame and icy fists, the Ice Golem strikes fear into the hearts of those who dare to trespass upon its frozen domain.",
	RGB_GOLB = "The bone golem is built from the previously animated bones of skeletal undead. These horrors stand roughly 6 feet tall and weight between 50 and 60 pounds. They are seldom armored and can easily be mistaken for undead, much to the dismay of those who make this error. Bone golems are no more intelligent than other forms of golem, so they will not employ clever tactics or strategies in combat. Their great power, however, makes them far deadlier than they initially appear to be. There is a 95% chance that those not familiar with the true nature of their opponent will mistake them for simple undead. ",
	RGB_GOLN = "The Brain Golem, a grotesque fusion of intellect and animating force, strides through arcane laboratories with an aura of eerie intellect and unnatural vitality. Crafted from the harvested minds of scholars and infused with the essence of eldritch energy, the Brain Golem embodies the essence of cerebral supremacy and arcane mastery, its form pulsating with arcane energy and pulsing with arcane energy. With its telepathic abilities and formidable mental prowess, the Brain Golem strikes fear into the hearts of those who dare to challenge its psychic might.",
	RGB_GOLJ = "The Juggernaut Golem, a colossal behemoth of unyielding might, thunders across the battlefield with an aura of unstoppable force and mechanical precision. Forged from the molten depths of ancient foundries and imbued with the essence of relentless determination, the Juggernaut Golem embodies the essence of destruction and mechanical supremacy, its massive frame adorned with reinforced plating and crackling energy. With its thunderous footsteps and pulverizing fists, the Juggernaut Golem strikes fear into the hearts of those who dare to stand in its path.",
	RGB_KUOT = "Kuo-toa are an ancient race of fish-men that dwells underground and harbors a deep hatred of surface dwellers and sunlight. A kuo-toan presents a cold and horrible appearance. A typical specimen looks much like a human body, albeit a paunchy one, covered in scales and topped with a fish's head. The huge fish eyes tend to swivel in different directions when observing an area or creature. The hands and feet are very long, with three fingers and an opposing digit, partially webbed. The legs and arms are short for the body size. Its coloration is pale grey, with undertones of tan or yellow in males only. The skin has a sheen from its slimy covering. The color darkens when the kuo-toan is angry and pales when it is badly frightened. A strong odor of dead fish follows it around. It wears no clothing, only leather harnesses for its weapons and gear. Typically, a kuo-toan warrior carries daggers, spears, shields, harpoons and weighted throwing nets.",
	RGB_MEPH = "Mephits are nasty little messengers created by powerful lower planes creatures. They are evil and malicious by nature and appear on the Prime Material Plane only to perform evil deeds. Six types of mephits are known: fire, ice, lava, mist, smoke, and steam. Each is created from the substance for which it is named. Mephits appear as thin, 5-foot humanoids with wings. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff from which they were made. Mephits speak a common mephit tongue. ",
	RGB_TROL = "Inherently violent and aggressive, trolls frequently attack with little or no provocation. They attack humans and small human settlements regularly, destroying everything in their path. Trolls are not only feared for their large, powerful limbs, but for their ability to rapidly regenerate most wounds inflicted on them. Experienced adventurers carry fire and acid with them when expecting trolls.",
	RGB_LICH = "The lich is potentially the most powerful form of undead known to exist, and they are difficult, if not impossible, to destroy. Besides having the power of an undead wizard at their command, they store their life force in a secure location separate from their physical form. Destruction of their body is meaningless unless the container is found as well.",
	RGB_VAMP = "Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves. One aspect that makes the vampire far more fearful than many of its undead kindred is its appearance. Unlike other undead creatures, the vampire can easily pass among normal men without drawing attention to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many cases, a vampire's true nature is revealed only when it attacks. There are ways in which a vampire may be detected by the careful observer, however. Vampires cast no reflection in a glass, cast no shadows, and move in complete silence. ",
	RGB_YETI = "Sometimes confused with the abominable snowman, the yeti is a distant cousin to the great carnivorous apes of warmer climates. An adult yeti stands 8 feet tall and is covered in long, white fur. Their feet and hands are wide and flat, which helps to disperse their great weight (about 300 pounds) on treacherous snow fields. They travel on all fours like the apes, but fight very comfortably standing erect. Unlike most apes and gorillas, the yeti does not have an opposable toe on its feet. They wear no clothing or ornamentation. The spoor, or smell, of a yeti is very subtle in cold climates, but in confined or warm areas, they have a strong, musky odor. The eyes of a yeti are icy blue or almost colorless. Their claws and flesh are ivory white. Unlike many arctic creatures, the yeti does not have a thick layer of body fat to keep it warm. Instead, it relies upon the special properties of its thick, warm fur. It has a transparent second eyelid, which allows the creature to see in blowing snow, and prevents its eyes from freezing in extreme temperatures.",
	RGB_ELVE = "Elves tend to be shorter and slimmer than humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Elves are looked upon as being frivolous and aloof. They concern themselves with natural beauty, dancing, frolicking, and other similar pursuits. Their humor is clever, as are their songs and poetry. There are six racial divisions of elves within the realms: gold elves, moon elves, wild elves, sea elves, dark elves (drow), and winged elves (avariel).",
	RGB_SOUL = "The Shattered Soul, a tormented specter of lost identity and fractured existence, drifts with an aura of haunting sorrow and spectral anguish. Born from the shattered remnants of a once-whole spirit and bound by the chains of unresolved trauma, the Shattered Soul embodies the essence of fragmented consciousness and spectral unrest, its ethereal form flickering with fractured memories and unresolved emotions. With its mournful wails and spectral manifestations, the Shattered Soul strikes fear into the hearts of those who dare to peer into the abyss of its fractured psyche.",
	RGB_CRUS = "The crusader warriors are fervent followers of Caelar Argent, the Shining Lady. They are devout believers in her cause, seeing themselves as righteous defenders of the realm against the forces of darkness. Clad in gleaming armor adorned with the symbol of their crusade, they march into battle with unwavering faith and determination. Trained in both martial combat and religious doctrine, they blend the skills of a seasoned warrior with the fervor of a religious zealot. These crusaders form the backbone of Caelar's army, ready to lay down their lives in service to her vision of a purified and righteous world.",
	RGB_HCAT = "The Hell Cat, a fiendish predator from the depths of the infernal realms, prowls through the shadows with an aura of malevolent grace and demonic fury. Born from the darkest pits of the Nine Hells and imbued with the essence of infernal power, the Hell Cat embodies the essence of predatory instinct and demonic savagery, its sleek form adorned with ebony fur and burning eyes. With its razor-sharp claws and fiery breath, the Hell Cat strikes fear into the hearts of those who dare to challenge its demonic might.",
	RGB_LEMU = "The least of the hordes of the lawful evil baatezu, lemures are the incarnate spirits of the truly evil. They are used as ballista-fodder for the Blood War, and are barely intelligent. You need magic weapons or holy items to hurt them, it seems, for their gelatinous flesh seals behind any wounds you might inflict.",
	RGB_GFEY = "Feyrs (pronounced 'fears') are created from the remnants of ordinary nightmares, mixed with residual magical energies, and unknowingly brought to life by the strong emotions of a large group of people. They are most commonly found in large cities that have a good number of mages, priests, and other spellcasters. Normal feyrs stalk the streets at night, seeking nothing more than to create havoc. Great feyrs, on the other hand, are the combination of lesser feyrs, and may be found anywhere, though they a much rarer than the common feyrs.",
	RGB_OROG = "Elite orcs, or orogs, are a race of great orcs, possibly mixed with ogre blood. Orogs range between 6 and 6½ feet tall. They are highly disciplined warriors and have their own standards and banners which they display prominently - it is usually easy to tell when orogs are present among common orcs. Orogs can be found at the vanguard of large orc armies, but rarely on patrol. There is a 10% chance that an orc tribe will have orogs, whose number equals 10% of the male population. (Thus a community of 3,000 male orcs has a 10% chance of having 300 additional orogs.) Small bands of elites (20-80 orogs) will hire themselves out as mercenaries. Orogs wear plate mail and have are much stronger than orcs. For every 20 orogs, there will also be one leader. Orogs use weaponry common to orcs, but will typically possess two weapons apiece. ",
	RGB_OTYU = "Otyughs (Aw-tee-ug), also known as the gulguthra, are terrifying creatures that lurk in heaps of dung and decay, waiting for something to disturb it. There are two varieties, the regular otyugh, and its larger, more intelligent offshoot, the neo-otyugh. They feed on dung and wastes from other dungeon creatures (gulguthra means 'dung eaters') but also enjoy an occasional snack of fresh meat. Otyughs have huge, bloated bodies covered with a rock-like skin that is brownish gray in color, which is in turn covered with dung. They stand on three thick legs that give them slow ground movement but enable them to pivot quickly. They have three eyes on a leaf-like stalk that moves quickly from side to side, enabling them to scan a large area. The eye stalk is also a receiver/transmitter for their telepathic abilities. Otyughs have a huge mouth with very sharp teeth in the center of their mass. They also have two tentacles with leaf-like ridges that they use to smash and grapple their opponents. The tentacles are covered with rough thorn-like projections. Neo-otyughs have smaller mouths than otyughs. ",
	RGB_DRBL = "The Drowned in Blood, a macabre undead entity born from the depths of tragic demise and ghastly transformation, lurks with an aura of haunting dread and insatiable hunger. Created from the tormented souls of those who met their end drowning in a sea of crimson, the Drowned in Blood embodies the essence of relentless pursuit and ravenous consumption, its grotesque form dripping with congealed gore and festering wounds. With its elongated claws and blood-stained maw, the Drowned in Blood instills terror in the hearts of those who cross its path.",
	RGB_BBAT = "The Bone Bat, a sinister creature of the night, glides with an aura of eerie grace and spectral chill. Born from the macabre fusion of necrotic energy and skeletal remains, the Bone Bat embodies the essence of nocturnal terror and undead menace, its skeletal form adorned with remnants of desiccated flesh and sharpened bone. With its hollow eye sockets gleaming with malevolent light and its leathery wings casting ominous shadows, the Bone Bat strikes fear into the hearts of those who dare to cross its path.",
	RGB_UMBE = "Residents of the Underdark, umber hulks are huge, incredibly powerful monsters with thick, scaly hides, sharp mandibles, and two sets of eyes. They use strong talons to shred through rock at a frightening speed, often taking unsuspecting miners by surprise. The most debilitating power of the umber hulk is its ability to cause confusion with its gaze. Many adventurers have made their final mistake by looking into the eyes of an umber hulk.",
	RGB_SLAV = "The Athkatlan Slaver, a sinister purveyor of human misery and depravity, prowls with an aura of vile corruption and ruthless exploitation. Residing in the seedy underbelly of the city of Athkatla, this unscrupulous individual embodies the essence of moral decay and callous indifference, their demeanor adorned with ostentatious wealth and the stench of cruelty. With their calculating gaze and iron grip, slavers strike fear into the hearts of the vulnerable, ensnaring them in chains of bondage and selling them into lives of servitude and suffering.",
	RGB_PIRA = "The Pirate, a swashbuckling marauder of the high seas, sails with an aura of daring adventure and salty bravado. Born from the untamed waters of the open ocean and tempered by the winds of fortune, the Pirate embodies the essence of freedom and lawless ambition, their weathered attire adorned with trinkets plundered from distant shores. With their cutlasses flashing and cannons roaring, Pirates strike fear into the hearts of sailors and merchants alike, their flag fluttering defiantly in the wind.",
	RGB_SOLD = "The Mercenary Soldier, a hardened warrior for hire, marches with an aura of stoic resolve and battle-hardened experience. Born from the crucible of conflict and tempered by the fires of war, the Mercenary Soldier embodies the essence of martial prowess and pragmatic survival, their armor adorned with the scars of countless battles and their weapons honed to a razor's edge. With their disciplined ranks and steely determination, Mercenary Soldiers strike fear into the hearts of their enemies and inspire confidence in their allies.",
	RGB_GIAF = "Like all evil giants, frost giants have a reputation for crudeness and stupidity. This reputation is deserved, but frost giants are crafty fighters. Frost giants have muscular, roughly human builds. The typical adult male is 21' tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes. They can live to be 250 years old.",
	RGB_GIAV = "Known as human behemoths, these human giants inhabit areas infested with hill giants and ogres. Verbeeg vary in height from 8½ to 10 feet tall, and weigh between 300 and 400 pounds. They are unusually thin for their height, although this does not inhibit their fighting ability. Some have minor deformities, such as club foot, uneven eyes, hair lips, etc. In all other respects they appear human, including skin, hair, and eye color. They wear as much protective clothing and armor as they can obtain, which isn't much. Usually they wear furs and hides with pieces of metal armor stitched into strategic places. They almost always carry shields and have the best weapons they can steal. Typically this means clubs and spears. ",
	RGB_GIAH = "Hill giants are selfish, cunning brutes who survive through hunting and by terrorizing and raiding nearby communities. Despite their low intelligence, they are capable fighters. Hill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. The average hill giant is 16 feet tall and weighs about 4,500 pounds. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black. Hill giants can live to be 200 years old. ",
	RGB_BOSS = "",
	RGB_COW1 = "What have you done, you monster!\n\n\n\n\n\n\n\n\n\n",
}