{0}{Points}
{1}{Level}
{2}{XP Next}
{3}{}
{4}{Race}
{5}{Gender}
{6}{Age}
{7}{Derived Stats}
{8}{Resistance}
{9}{Base} 
{10}{Adj.}
{11}{Total}
{12}{Damage}
{13}{Magick}
{14}{Fire}
{15}{Poison}
{16}{Electrical}
{17}{Stat has reached its maximum value.}
{18}{You haven't enough character points.}
{19}{You cannot reduce this stat below its last accepted level.}
{20}{Stat has reached its minimum value.}
{21}{Skill has reached its maximum value.}
{22}{You must raise your stats first.}
{23}{You cannot reduce this skill below its last accepted level.}
{24}{You have no points in this skill.}
{25}{Skill has reached its minimum value.}
{26}{You must raise your Intelligence first.}
{27}{You cannot sell back an accepted spell.}
{28}{The stat cannot be lowered because the current level is a prerequisite for a skill.}
{29}{Your Intelligence cannot be lowered because the current level is a prerequisite for a spell.}
{30}{You are not high enough level to buy this spell.}
{31}{Your Intelligence cannot be lowered because the current level is a prerequisite for a tech discipline.}
{32}{You must raise your Strength first.}
{33}{You must raise your Dexterity first.}
{34}{You must raise your Constitution first.}
{35}{You must raise your Beauty first.}
{36}{You must raise your Willpower first.}
{37}{You must raise your Perception first.}
{38}{You must raise your Charisma first.}
{39}{Your Willpower cannot be lowered because the current level is a prerequisite for a spell.}
{40}{Fatigue}
{41}{Quest}
{42}{second}
{43}{seconds}
{44}{Minimum Level}

{100}{Portrait
This is the character's appearance.}
{101}{Character Info
This is some basic personal information.}
{102}{Alignment Meter
This is the character's alignment, a measure of good and evil.}
{103}{Available Points
These are the points available to spend on improving the character. One point is received each time the character goes up a level.}
{104}{Level
This is the character's current level. The experience points gained in the game will increase level and provide more points to spend.}
{105}{Experience Needed
This is the number of experience points needed to go up to the next level.}
{106}{Health
Damage will reduces hit points, and when it reaches 0, death occurs. Health is based on Strength and Willpower.}
{107}{Fatigue
Casting, encumbrance, and some damage will reduce fatigue points, and when it reaches 0, unconsciousness occurs. Fatigue is based on Constitution and Willpower.}
{108}{Magick Tech Meter
This scale displays magickal-technological aptitude. The higher the needle, the more magickal, and the lower, the more technological.}
{109}{Strength
As physical muscle power, Strength determines how much damage can be inflicted and absorbed. Weapons have a minimum strength to operate them effectively.}
{110}{Constitution
The endurance limits of the body, Constitution determines fatigue and resistance to poison and some spells.}
{111}{Dexterity
As overall body coordination, Dexterity affects default ability in more skills than any other stat.}
{112}{Beauty
As physical appearance, Beauty affects the initial reaction of people to this character.}
{113}{Intelligence
As mental power, Intelligence affects several skills as well as being the limiting factor in the learning of spells and technological skills.}
{114}{Willpower
The ability to resist mental influences, Willpower limits spell casting, affects Haggle and contributes to hit points, fatigue and certain spell resistances.}
{115}{Perception
The ability to notice surroundings, Perception also affects the ability to use ranged weapons effectively.}
{116}{Charisma
The sum of personality and charm, Charisma affects the ability to persuade others and change their initial reaction.}
{117}{Derived Stats
These are stats that are based on the basic stats above. Spells and items may modify these as well.}
{118}{Carry Weight
This is the total amount of equipment that can be carried and is based on Strength.}
{119}{Damage Bonus
This is extra damage inflicted by any melee attack and is based on Strength.}
{120}{Armor Class Adjustment
This is an improvement to AC which makes the character harder to hit. This is based on Dexterity.}
{121}{Speed
At higher Speed, the character moves faster and makes more attacks. Speed can be modified by encumbrance and weapon choice. Speed is based on Dexterity.}
{122}{Heal Rate
This is the rate at which hit points are recovered and is based on Constitution.}
{123}{Poison Recovery
This is the rate at which poison is metabolized, which reduces the damage taken by it. It is based on Constitution.}
{124}{Reaction Modifier
This is the adjustment to the initial reaction that others have. It is based on Beauty.}
{125}{Maximum Followers
This is the maximum number of people who follow this character because of leadership. It is based on Charisma.}
{126}{Resistance
There are five basic resistances that can range from 0 to 95%. Items, background, race, and magick can modify all resistances.}
{127}{Damage Resistance
This is a general resistance to damage caused by weapons and physical attacks.}
{128}{Magick Resistance
This is resistance to magick spells and effects. Unlike Technological Aptitude, magick resistance does not affect the use of items or spells.}
{129}{Fire Resistance
This is resistance to damage by fire and spells that produce fire.}
{130}{Poison Resistance
This is resistance to damage caused by any kind of poisoning, whether natural, man-made, or supernatural. It is affected by Constitution.}
{131}{Electrical Resistance
This is resistance to damage by electricity and lightning from spells or technological devices.}
{132}{Skills
This button will activate the display of skills below. Skills come in four groups: Combat, Thieving, Social, and Technological.}
{133}{Technological Disciplines
This button will activate the display of technological disciplines below. There are eight disciplines, each with 7 available degrees.}
{134}{Spell Colleges
This button will activate the display of spell colleges below. There are 16 colleges, each with 5 available spells.}
{135}{Combat Skills
These are the skills used primarily to attack and defend oneself during combat.}
{136}{Thieving Skills
These are skills used primarily by thieves, although they have other noncriminal uses too.}
{137}{Social Skills
These are the skills used on other people or in social situations.}
{138}{Technological Skills
These are skills that dabble in technology. Buying these skills will increase Technological Aptitude.}
{139}{Current Degree
This is the current degree in the selected technological discipline. The number to the right is Expertise and controls what kinds of schematics may be used.}
{140}{Auto-Level Schemes
This button will activate the display of available auto-level schemes. These schemes spend character points automatically.}
