<!-- Copyright 2016-2019 Kevin Licensed under the Apache License</STRING><STRING>Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing</STRING><STRING>software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND</STRING><STRING>either express or implied. See the License for the specific language governing permissions and limitations under the License. -------------------------------------------------------------------------------- See guides/RandomAreas.html for information about documents of this type. --> <!-- include file full of ocean-specific tags --> <string id="randomwatertheme" merge=true select="any-1"> <string condition="$theme=''">oceanfloor</string> </string> <STRING load="/resources/randareas/inc_roomruns.xml" /> <STRING load="/resources/randareas/inc_common.xml" /> <STRING load="/resources/randareas/inc_adjectives.xml" /> <AREA id="maze_dungeon" merge=true layout="MAZE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor"> <NAME merge=false>$areaname</NAME><SIZE merge=false>$areasize</SIZE> <CLASS merge=false select="any-1"><CLASS condition="$areatype!=''">$areatype</CLASS><CLASS condition="$areatype=''">StdArea</CLASS></CLASS> <ROOM merge=false insert="hallway_rooms,interior_rooms,leaf_rooms" /> </AREA> <AREA id="grid_dungeon" merge=true like="maze_dungeon" layout="GRIDCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" /> <AREA id="square_dungeon" merge=true like="maze_dungeon" layout="BOXCITYSQUARE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" /> <AREA id="box_dungeon" merge=true like="maze_dungeon" layout="BOXCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" /> <AREA id="cross_dungeon" merge=true like="maze_dungeon" layout="CROSS" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" /> <AREA id="tree_dungeon" merge=true like="maze_dungeon" layout="TREE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=oceanfloor" /> <ROOM id="hallway_rooms" merge=true select="pick-1" condition="$roomtag_nodetype='street' or $roomtag_nodetype='surround'"> <ROOM class="UnderSaltWater" id="oceanfloor_street_room" condition="$theme='oceanfloor'"> <TITLE>(a(n)) $_oceanfloor_path_name</TITLE> <DESCRIPTION>$oceanfloor_street_desc</DESCRIPTION> <STRING id="oceanfloor_street_desc" select="all"> <STRING action="PREPEND" condition="$ROOMTAG_NODEGATEEXIT != ''">You are at the entrance to $areaname. ${c:STAT:AREAGATE:AREA:NAME} is to the ${l:ROOMTAG_NODEGATEEXIT}. </STRING> <STRING select="any-1" action="PREPEND"> <STRING>You are working your way along (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>You are on (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>The ${l:_oceanfloor_path_name} goes through the $oceanfloor_nouns. </STRING> <STRING>(A(n)) ${l:_oceanfloor_path_name} runs through the $oceanfloor_nouns. </STRING> <STRING>You are inching your way through (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>You are lost in (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>You are deep in (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>The ${l:_oceanfloor_path_name} surrounds you. </STRING> <STRING>The ${l:_oceanfloor_path_name} is all around you. </STRING> <STRING>The ${l:_oceanfloor_path_name} is full of $oceanfloor_nouns.</STRING> <STRING>(A(n)) ${l:_oceanfloor_path_name} is full of $oceanfloor_nouns.</STRING> <STRING>The $oceanfloor_nouns makes traveling through the ${l:_oceanfloor_path_name} more difficult.</STRING> <STRING>The ${l:_oceanfloor_path_name} causes your mind to drift as you travel through the $oceanfloor_nouns.</STRING> <STRING>The $oceanfloor_nouns cover the ${l:_oceanfloor_path_name} you are traveling along.</STRING> <STRING>You notice several $oceanfloor_nouns as you continue $verb_oceanfloor_tread through the ${l:_oceanfloor_path_name}.</STRING> </STRING> <STRING select="any-1" action="APPEND"> <STRING>The $adj_large $noun_oceanfloor_rocks of $areaname are $adj_cramped around you in $adj_impassable walls. </STRING> <STRING>You $verb_oceanfloor_tread your way through the $noun_oceanfloor_plants. </STRING> <STRING>The $noun_oceanfloor_currents add to the $adj_random_moody_words1 of $areaname.</STRING> <STRING>The $areaname surrounds you, ${adj_phys_size_tall} $adj_cramped $noun_oceanfloor_rocks making some directions $adj_impassable. </STRING> <STRING>You feel a $noun_oceanfloor_currents sweep over the $adj_phys_size_tall dunes of the ocean floor. </STRING> </STRING> <STRING select="any-1" action="APPEND"> <STRING>It looks like you might pick your way $roomexits_desc_long.</STRING> <STRING>Openings in the $noun_oceanfloor_plants can be seen $roomexits_desc_long.</STRING> <STRING>You can $verb_oceanfloor_tread on through $roomexits_desc_long.</STRING> <STRING>You can continue $roomexits_desc_long.</STRING> </STRING> </STRING> <EXIT class="Open" /> <MOB condition="1?2=1" select="any-1" insert="oceanfloor_mobs" /> <BEHAVIOR condition="1?10=1" class="WaterCurrents" parms="min=1 max=10 chance=50 $roomexits_list_favored" /> </ROOM> </ROOM> <ROOM id="interior_rooms" merge=true select="any-1" condition="$roomtag_nodetype='interior' or $roomtag_nodetype='square'"> <ROOM class="UnderSaltWater" like="oceanfloor_street_room" condition="$theme='oceanfloor'" /> </ROOM> <ROOM id="leaf_rooms" merge=true select="any-1" condition="$roomtag_nodetype='leaf'"> <ROOM class="UnderSaltWater" id="oceanfloor_interior_room" condition="$theme='oceanfloor'"> <TITLE> <TITLE>$oceanfloor_path_prefix $oceanfloor_nouns</TITLE> </TITLE> <DESCRIPTION>$oceanfloor_interior_desc</DESCRIPTION> <STRING id="oceanfloor_interior_desc" select="all"> <STRING select="any-1" action="PREPEND"> <STRING>You are ${l:verb_oceanfloor_tread} along (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>You are on (a(n)) ${l:_oceanfloor_path_name}.</STRING> <STRING>The ${l:_oceanfloor_path_name} ${l:_oceanfloor_path_verb} through the $oceanfloor_nouns. </STRING> <STRING>(A(n)) ${l:_oceanfloor_path_name} ${l:_oceanfloor_path_verb} through the $oceanfloor_nouns. </STRING> <STRING>You are ${l:verb_oceanfloor_tread} your way through (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>You are ${l:oceanfloor_youare_in} in (a(n)) ${l:_oceanfloor_path_name}. </STRING> <STRING>The ${l:_oceanfloor_path_name} surrounds you.</STRING> <STRING>The ${l:_oceanfloor_path_name} is all around you. </STRING> </STRING> <STRING select="any-1" action="APPEND"> <STRING>The $adj_large dunes of $areaname are $adj_cramped around you in $adj_impassable walls. </STRING> <STRING>You $verb_oceanfloor_tread your way through the $noun_oceanfloor_plants of the ocean. </STRING> <STRING>The ocean surrounds you, ${adj_phys_size_tall} $adj_cramped dunes making some directions $adj_impassable. </STRING> <STRING>You feel a $noun_oceanfloor_currents blow over the $adj_phys_size_tall dunes of the $noun_oceanfloor_currents_adj ocean. </STRING> </STRING> <STRING select="any-1" action="APPEND"> <STRING>It looks like you might pick your way $roomexits_desc_long.</STRING> <STRING>Openings in the $noun_oceanfloor_plants can be seen $roomexits_desc_long.</STRING> <STRING>You can $verb_oceanfloor_tread on through $roomexits_desc_long.</STRING> <STRING>You can continue $roomexits_desc_long.</STRING> <STRING condition="$roomtag_nodetype='leaf'">It looks like you might pick your way $roomexits_desc_long to ${l:STAT:ANYROOM:DISPLAY}.</STRING> <STRING condition="$roomtag_nodetype='leaf'">You can $verb_oceanfloor_tread on through $roomexits_desc_long to ${l:STAT:ANYROOM:DISPLAY}.</STRING> </STRING> </STRING> <EXIT select="pick-1"> <EXIT pickweight="5" class="Open" /> <EXIT pickweight="1" class="HiddenWalkway" /> <EXIT pickweight="2" class="GenCurtain"> <NAME>$noun_oceanfloor_plants</NAME> <DESCRIPTION>$noun_oceanfloor_plants blocks your view of the $roomexits_desc_long.</DESCRIPTION> <CLOSEDTEXT>$noun_oceanfloor_plants</CLOSEDTEXT> <DOORNAME>$noun_oceanfloor_plants</DOORNAME> <OPENWORD>part</OPENWORD> <CLOSEWORD>gather</CLOSEWORD> </EXIT> </EXIT> <MOB condition="($NOFANTASY != 'true') and ($__defined_oceanfloor_dragon<1)" define="__defined_oceanfloor_dragon+=1" like="oceanfloor_dragon_mob" /> <MOB condition="1?2=1" select="any-1" insert="oceanfloor_bigmobs" /> <ITEM condition="1?4=1" select="any-1"> <ITEM class="GenContainer" name="A $adj_wooden_ragged chest" display="$item_name is here" HASLID="true" HASLOCK="$trueorfalse"> <CONTENT> <ITEM select="any-5" insert="dungeon_treasure_items" /> </CONTENT> <AFFECT class="Prop_Hidden" /> </ITEM> </ITEM> </ROOM> </ROOM> <MOB class="GenMob" level="$level_range" id="oceanfloor_dragon_mob" race="Dragon" gender="$anygender" hpmod="45"> <NAME select="all"> <NAME condition="$mob_level<10">a hatchling blue dragon</NAME> <NAME condition="$mob_level<20 and $mob_level>=10">a very young blue dragon</NAME> <NAME condition="$mob_level<30 and $mob_level>=20">a young blue dragon</NAME> <NAME condition="$mob_level<40 and $mob_level>=30">a subadult blue dragon</NAME> <NAME condition="$mob_level<70 and $mob_level>=40">an adult blue dragon</NAME> <NAME condition="$mob_level<80 and $mob_level>=70">an old blue dragon</NAME> <NAME condition="$mob_level<85 and $mob_level>=80">a very old blue dragon</NAME> <NAME condition="$mob_level>=85">a ancient blue dragon</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name strikes terror in your very bones.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=40" class="MOBEater" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> <BEHAVIOR class="ObjectGuardian" parms="" /> </BEHAVIOR> <AFFECT select="all"> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <AFFECT condition="$mob_level>=30" class="Prop_ShortEffects" parms="" /> <AFFECT class="Spell_WaterBreathing" /> </AFFECT> <ABILITY condition="$mob_level>=10"> <ABILITY select="all"> <ABILITY condition="$mob_level>=10" class="Skill_Trip" parms="" /> <ABILITY condition="$mob_level>=20" class="Dragonbreath" parms="lightning" /> <ABILITY condition="$mob_level>=30" class="Spell_DetectInvisible" parms="" /> <ABILITY condition="$mob_level>=40" class="Spell_Fear" parms="" /> <ABILITY condition="$mob_level>=50" class="Spell_Hold" parms="" /> <ABILITY condition="$mob_level>=60" class="Spell_Slow" parms="" /> <ABILITY condition="$mob_level>=70" class="Chant_WaterHammer" parms="" /> <ABILITY condition="$mob_level>=80" class="Chant_Tidalwave" parms="" /> <ABILITY condition="$mob_level>=90" class="Chant_Tsunami" parms="" /> </ABILITY> </ABILITY> </MOB> <MOB id="oceanfloor_bigmob" select="any-1" requires="level_range=int,aggrochance=int"> <MOB id="oceanfloor_bigmobs" select="any-1" requires="level_range=int,aggrochance=int"> <MOB class="GenMob" level="$level_range" race="greatfish" gender="$anygender" hpmod="30"> <NAME select="any-1"> <NAME>a large fish</NAME> <NAME>a very large fish</NAME> <NAME>an impressive fish</NAME> <NAME>a large, mean fish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is enough meat to feed a small army, and may take a small army to kill.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=40" class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY class="Fighter_Intimidate" /> <ABILITY select="limit-1" condition="$mob_level>=10"> <ABILITY pickweight="1" condition="$mob_level>=10" class="Fighter_WaterTactics" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=30" class="Fighter_Charge" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_feedingfrenzy" parms="" /> <ABILITY pickweight="3" condition="$mob_level>=40" class="Druid_WaterCover" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_summonschool" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=50" class="Fighter_CalledStrike" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=60" class="Fighter_Shrug" parms="" /> <ABILITY pickweight="2" condition="$mob_level>=70" class="Skill_Attack2" parms="" /> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="shark" gender="$anygender" hpmod="18"> <NAME select="all"> <NAME condition="$mob_level<10">a small shark</NAME> <NAME condition="$mob_level<40 and $mob_level>=10">a dangerous shark</NAME> <NAME condition="$mob_level<80 and $mob_level>=40">a hammerhead shark</NAME> <NAME condition="$mob_level>=80">a great white shark</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name thrashes towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is circling you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name looks hungry and mean.</DESCRIPTION> <BEHAVIOR select="any"> <BEHAVIOR class="CombatAbilities" parms="" /> <BEHAVIOR class="Aggressive" parms="" /> </BEHAVIOR> <AFFECT class="Prop_CombatAdjuster" parms="ATTACK+$[2*$mob_level] ARMOR+$[2*$mob_level]" /> <AFFECT class="Prop_MODExperience" parms="*2" /> <ABILITY select="all" condition="$mob_level>=5"> <ABILITY condition="$mob_level>=5" class="Fighter_WaterTactics" parms="" /> <ABILITY condition="$mob_level>=10" class="Druid_WaterCover" parms="" /> <ABILITY condition="$mob_level>=20" class="Fighter_Charge" parms="" /> <ABILITY condition="$mob_level>=30" class="Fighter_BodyToss" parms="" /> <ABILITY condition="$mob_level>=40" class="Fighter_Shrug" parms="" /> <ABILITY condition="$mob_level>=50" class="Skill_Feint" parms="" /> <ABILITY condition="$mob_level>=60" class="Fighter_Berzerk" parms="" /> <ABILITY condition="$mob_level>=70" class="Fighter_BullRush" parms="" /> <ABILITY condition="$mob_level>=80" class="Chant_BloodyWater" parms="" /> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="merfolk" gender="$anygender" hpmod="11"> <NAME select="any"> <NAME>a scrawny merfolk</NAME> <NAME>a beautiful merfolk</NAME> <NAME>a young merfolk</NAME> <NAME>an aging merfolk</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you closely.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name looks like a fish from the waist down, and humanoid above the waistline.</DESCRIPTION> <BEHAVIOR class="ObjectGuardian" parms="" /> <BEHAVIOR select="pick-1"> <BEHAVIOR pickweight="5" class="CombatAbilities" parms="" /> <BEHAVIOR class="Bardness" parms="Bard" /> <BEHAVIOR class="Bardness" parms="Dancer" /> <BEHAVIOR class="Bardness" parms="Jester" /> <BEHAVIOR class="Bardness" parms="Minstrel" /> <BEHAVIOR class="Clericness" parms="Cleric" /> <BEHAVIOR class="Clericness" parms="Doomsayer" /> <BEHAVIOR class="Clericness" parms="Healer" /> <BEHAVIOR class="Clericness" parms="Missionary" /> <BEHAVIOR class="Clericness" parms="Necromancer" /> <BEHAVIOR class="Clericness" parms="Oracle" /> <BEHAVIOR class="Clericness" parms="Purist" /> <BEHAVIOR class="Clericness" parms="Shaman" /> <BEHAVIOR class="Clericness" parms="Templar" /> <BEHAVIOR class="Druidness" parms="Beastmaster" /> <BEHAVIOR class="Druidness" parms="Delver" /> <BEHAVIOR class="Druidness" parms="Druid" /> <BEHAVIOR class="Druidness" parms="Mer" /> <BEHAVIOR class="Druidness" parms="Skywatcher" /> <BEHAVIOR class="Fighterness" parms="Barbarian" /> <BEHAVIOR class="Fighterness" parms="Fighter" /> <BEHAVIOR class="Fighterness" parms="Ranger" /> <BEHAVIOR class="Mageness" parms="Abjurer" /> <BEHAVIOR class="Mageness" parms="Alterer" /> <BEHAVIOR class="Mageness" parms="Conjurer" /> <BEHAVIOR class="Mageness" parms="Diviner" /> <BEHAVIOR class="Mageness" parms="Enchanter" /> <BEHAVIOR class="Mageness" parms="Evoker" /> <BEHAVIOR class="Mageness" parms="Illusionist" /> <BEHAVIOR class="Mageness" parms="Mage" /> <BEHAVIOR class="Mageness" parms="Transmuter" /> <BEHAVIOR class="Thiefness" parms="Arcanist" /> <BEHAVIOR class="Thiefness" parms="Assassin" /> <BEHAVIOR class="Thiefness" parms="Burglar" /> <BEHAVIOR class="Thiefness" parms="Pirate" /> <BEHAVIOR class="Thiefness" parms="Thief" /> <BEHAVIOR class="Thiefness" parms="Trapper" /> </BEHAVIOR> <ABILITY select="limit-1" condition="$mob_level>=5"> <ABILITY condition="$mob_level>=5" class="Fighter_WaterTactics" parms="" /> <ABILITY condition="$mob_level>=10" class="Druid_WaterCover" parms="" /> <ABILITY condition="$mob_level>=40" class="Fighter_Shrug" parms="" /> <ABILITY condition="$mob_level>=50" class="Skill_Feint" parms="" /> <ABILITY condition="$mob_level>=80" class="Chant_BloodyWater" parms="" /> </ABILITY> <ITEM select="any-1?4"> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="pick-1"> <NAME>a bracer</NAME> <NAME>a vambrace</NAME> </NAME> <DISPLAY>$item_name has been left here</DISPLAY> <MATERIAL select="pick-1"> <MATERIAL>COTTON</MATERIAL> <MATERIAL>HIDE</MATERIAL> <MATERIAL>SEAWEED</MATERIAL> </MATERIAL> <PROPERWORN>LEFT WRIST,RIGHT WRIST</PROPERWORN> <WORNAND>false</WORNAND> </ITEM> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="pick-1"> <NAME>a helmet</NAME> <NAME>a hood</NAME> </NAME> <DISPLAY>$item_name has been left here</DISPLAY> <MATERIAL select="pick-1"> <MATERIAL>COTTON</MATERIAL> <MATERIAL>HIDE</MATERIAL> <MATERIAL>SEAWEED</MATERIAL> </MATERIAL> <PROPERWORN>HEAD</PROPERWORN> <WORNAND>true</WORNAND> </ITEM> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="pick-1"> <NAME>an armband</NAME> <NAME>some spaulders</NAME> <NAME>some sleeves</NAME> </NAME> <DISPLAY>$item_name has been left here</DISPLAY> <MATERIAL select="pick-1"> <MATERIAL>COTTON</MATERIAL> <MATERIAL>HIDE</MATERIAL> <MATERIAL>SEAWEED</MATERIAL> </MATERIAL> <PROPERWORN>ARMS</PROPERWORN> <WORNAND>true</WORNAND> </ITEM> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="pick-1"> <NAME>a belt</NAME> <NAME>a girdle</NAME> </NAME> <DISPLAY>$item_name has been left here</DISPLAY> <MATERIAL select="pick-1"> <MATERIAL>COTTON</MATERIAL> <MATERIAL>HIDE</MATERIAL> <MATERIAL>SEAWEED</MATERIAL> </MATERIAL> <PROPERWORN>WAIST</PROPERWORN> <WORNAND>true</WORNAND> </ITEM> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="pick-1"> <NAME>a shirt</NAME> <NAME>a halter top</NAME> </NAME> <DISPLAY>$item_name has been left here</DISPLAY> <MATERIAL select="pick-1"> <MATERIAL>COTTON</MATERIAL> <MATERIAL>HIDE</MATERIAL> <MATERIAL>SEAWEED</MATERIAL> </MATERIAL> <PROPERWORN>TORSO</PROPERWORN> <WORNAND>true</WORNAND> </ITEM> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="pick-1"> <NAME>some gloves</NAME> <NAME>a pair of gauntlets</NAME> </NAME> <DISPLAY>$item_name has been left here</DISPLAY> <MATERIAL select="pick-1"> <MATERIAL>COTTON</MATERIAL> <MATERIAL>HIDE</MATERIAL> <MATERIAL>SEAWEED</MATERIAL> </MATERIAL> <PROPERWORN>HANDS</PROPERWORN> <WORNAND>true</WORNAND> </ITEM> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="pick-1"> <NAME>a gorget</NAME> <NAME>a scarf</NAME> </NAME> <DISPLAY>$item_name has been left here</DISPLAY> <MATERIAL select="pick-1"> <MATERIAL>COTTON</MATERIAL> <MATERIAL>HIDE</MATERIAL> <MATERIAL>SEAWEED</MATERIAL> </MATERIAL> <PROPERWORN>NECK</PROPERWORN> <WORNAND>true</WORNAND> </ITEM> </ITEM> </MOB> </MOB> </MOB> <MOB id="oceanfloor_mob" select="any-1" requires="level_range=int,aggrochance=int"> <MOB id="oceanfloor_mobs" select="any-4" requires="level_range=int,aggrochance=int"> <MOB class="GenMob" level="$level_range" race="angelfish" gender="$anygender" hpmod="8"> <NAME select="all"> <NAME condition="$mob_level<10">a small angelfish</NAME> <NAME condition="$mob_level<40 and $mob_level>=10">a tiny angelfish</NAME> <NAME condition="$mob_level<80 and $mob_level>=40">an angelfish</NAME> <NAME condition="$mob_level>=80">a mighty angelfish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is small and doesn't look like a particularly filling meal.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=40" class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY condition="$mob_level>=40"> <ABILITY select="limit-1"> <ABILITY pickweight="3" condition="$mob_level>=40" class="chant_feedingfrenzy" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="Druid_WaterCover" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_summonschool" parms="" /> </ABILITY> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="clownfish" gender="$anygender" hpmod="8"> <NAME select="all"> <NAME condition="$mob_level<10">a small clown fish</NAME> <NAME condition="$mob_level<40 and $mob_level>=10">a silly clown fish</NAME> <NAME condition="$mob_level<80 and $mob_level>=40">a clown fish</NAME> <NAME condition="$mob_level>=80">a mighty clown fish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is small and doesn't look like a particularly filling meal.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=40" class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY condition="$mob_level>=40"> <ABILITY select="limit-1"> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_feedingfrenzy" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="Druid_WaterCover" parms="" /> <ABILITY pickweight="3" condition="$mob_level>=40" class="chant_summonschool" parms="" /> </ABILITY> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="crab" gender="$anygender" hpmod="15"> <NAME select="any-1"> <NAME>a dark crab</NAME> <NAME>a large crab</NAME> <NAME>an evil-looking crab</NAME> <NAME>a blue crab</NAME> <NAME>a hermit crab</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name scuttles around you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name pauses here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name looks like a great dinner!</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=20" class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <AFFECT class="Prop_CombatAdjuster" parms="ARMOR+$[2*$mob_level]" /> <ABILITY select="limit-1" condition="$mob_level>=10"> <ABILITY pickweight="1" condition="$mob_level>=20" class="thief_scratch" parms="" /> <ABILITY pickweight="3" condition="$mob_level>=10" class="thief_lure" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=10" class="thief_hide" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=20" class="Fighter_WaterTactics" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=20" class="Thief_Distract" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=20" class="Thief_DeepCut" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=20" class="Fighter_Shrug" parms="" /> <ABILITY pickweight="2" condition="$mob_level>=20" class="Skill_Attack2" parms="" /> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="fish" gender="$anygender" hpmod="11"> <NAME select="any-1"> <NAME>a round fish</NAME> <NAME>an ugly fish</NAME> <NAME>a colorful fish</NAME> <NAME>a mean-looking fish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is just another fish in the sea, trying to avoid being swallowed by bigger fish.</DESCRIPTION> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> </MOB> <MOB class="GenMob" level="$level_range" race="giantfish" gender="$anygender" hpmod="20"> <NAME select="any-1"> <NAME>a large fish</NAME> <NAME>a very large fish</NAME> <NAME>a big fish</NAME> <NAME>a long fish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is a good-sized fish.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=40" class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY select="limit-1" condition="$mob_level>=10"> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_feedingfrenzy" parms="" /> <ABILITY pickweight="3" condition="$mob_level>=40" class="Druid_WaterCover" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_summonschool" parms="" /> <ABILITY pickweight="5" condition="$mob_level>=10" class="Fighter_WaterTactics" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=30" class="Fighter_Charge" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=50" class="Fighter_CalledStrike" parms="" /> <ABILITY pickweight="2" condition="$mob_level>=60" class="Fighter_Shrug" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=70" class="Skill_Attack2" parms="" /> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="giantseahorse" gender="$anygender" hpmod="8"> <NAME>a giant seahorse</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is an amazing and peaceful creature.</DESCRIPTION> <BEHAVIOR class="wimpy" /> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> </MOB> <MOB class="GenMob" level="$level_range" race="greatfish" gender="$anygender" hpmod="30"> <NAME select="any-1"> <NAME>a large fish</NAME> <NAME>a very large fish</NAME> <NAME>an impressive fish</NAME> <NAME>a large, mean fish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims around you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is enough meat to feed a small army, and may take a small army to kill.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=40" class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY class="Fighter_Intimidate" /> <ABILITY select="limit-1" condition="$mob_level>=10"> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_feedingfrenzy" parms="" /> <ABILITY pickweight="3" condition="$mob_level>=40" class="Druid_WaterCover" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_summonschool" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=10" class="Fighter_WaterTactics" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=30" class="Fighter_Charge" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=50" class="Fighter_CalledStrike" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=60" class="Fighter_Shrug" parms="" /> <ABILITY pickweight="2" condition="$mob_level>=70" class="Skill_Attack2" parms="" /> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="merfolk" gender="$anygender" hpmod="11"> <NAME select="any"> <NAME>a scrawny merfolk</NAME> <NAME>a beautiful merfolk</NAME> <NAME>a young merfolk</NAME> <NAME>an agine merfolk</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name swims towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you closely.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name looks like a fish from the waist down, and humanoid above the waistline.</DESCRIPTION> <BEHAVIOR select="pick-1"> <BEHAVIOR pickweight=50 class="CombatAbilities" parms="" /> <BEHAVIOR class="Bardness" parms="Bard" /> <BEHAVIOR class="Bardness" parms="Dancer" /> <BEHAVIOR class="Bardness" parms="Jester" /> <BEHAVIOR class="Bardness" parms="Minstrel" /> <BEHAVIOR class="Clericness" parms="Cleric" /> <BEHAVIOR class="Clericness" parms="Doomsayer" /> <BEHAVIOR class="Clericness" parms="Healer" /> <BEHAVIOR class="Clericness" parms="Missionary" /> <BEHAVIOR class="Clericness" parms="Necromancer" /> <BEHAVIOR class="Clericness" parms="Oracle" /> <BEHAVIOR class="Clericness" parms="Purist" /> <BEHAVIOR class="Clericness" parms="Shaman" /> <BEHAVIOR class="Clericness" parms="Templar" /> <BEHAVIOR class="Druidness" parms="Beastmaster" /> <BEHAVIOR class="Druidness" parms="Delver" /> <BEHAVIOR class="Druidness" parms="Druid" /> <BEHAVIOR class="Druidness" parms="Mer" /> <BEHAVIOR class="Druidness" parms="Skywatcher" /> <BEHAVIOR class="Fighterness" parms="Barbarian" /> <BEHAVIOR class="Fighterness" parms="Fighter" /> <BEHAVIOR class="Fighterness" parms="Ranger" /> <BEHAVIOR class="Mageness" parms="Abjurer" /> <BEHAVIOR class="Mageness" parms="Alterer" /> <BEHAVIOR class="Mageness" parms="Conjurer" /> <BEHAVIOR class="Mageness" parms="Diviner" /> <BEHAVIOR class="Mageness" parms="Enchanter" /> <BEHAVIOR class="Mageness" parms="Evoker" /> <BEHAVIOR class="Mageness" parms="Illusionist" /> <BEHAVIOR class="Mageness" parms="Mage" /> <BEHAVIOR class="Mageness" parms="Transmuter" /> <BEHAVIOR class="Thiefness" parms="Arcanist" /> <BEHAVIOR class="Thiefness" parms="Assassin" /> <BEHAVIOR class="Thiefness" parms="Burglar" /> <BEHAVIOR class="Thiefness" parms="Pirate" /> <BEHAVIOR class="Thiefness" parms="Thief" /> <BEHAVIOR class="Thiefness" parms="Trapper" /> </BEHAVIOR> <ABILITY select="limit-1" condition="$mob_level>=5"> <ABILITY condition="$mob_level>=5" class="Fighter_WaterTactics" parms="" /> <ABILITY condition="$mob_level>=10" class="Druid_WaterCover" parms="" /> <ABILITY condition="$mob_level>=40" class="Fighter_Shrug" parms="" /> <ABILITY condition="$mob_level>=50" class="Skill_Feint" parms="" /> <ABILITY condition="$mob_level>=80" class="Chant_BloodyWater" parms="" /> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="smallfish" gender="$anygender" hpmod="8"> <NAME select="all"> <NAME condition="$mob_level<10">a small fish</NAME> <NAME condition="$mob_level<40 and $mob_level>=10">a dangerous tiny fish</NAME> <NAME condition="$mob_level<80 and $mob_level>=40">a small mean fish</NAME> <NAME condition="$mob_level>=80">a viscious small fish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name is small and doesn't look like a particularly filling meal.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level>=40" class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY condition="$mob_level>=40"> <ABILITY select="limit-1"> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_feedingfrenzy" parms="" /> <ABILITY pickweight="3" condition="$mob_level>=40" class="Druid_WaterCover" parms="" /> <ABILITY pickweight="1" condition="$mob_level>=40" class="chant_summonschool" parms="" /> </ABILITY> </ABILITY> </MOB> <MOB class="GenMob" level="$level_range" race="swordfish" gender="$anygender" hpmod="12"> <NAME select="all"> <NAME condition="$mob_level<10">a small swordfish</NAME> <NAME condition="$mob_level<40 and $mob_level>=10">a swordfish</NAME> <NAME condition="$mob_level<80 and $mob_level>=40">a large swordfish</NAME> <NAME condition="$mob_level>=80">a huge swordfish</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name jets towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name swims here.</DISPLAY> </DISPLAY> <DESCRIPTION>$mob_name has a very long and sharp point and a beautiful crested fin.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR class="CombatAbilities" parms="" /> <BEHAVIOR class="WimpyAggressive" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY select="all" condition="$mob_level>=10"> <ABILITY condition="$mob_level>=10" class="Fighter_WaterTactics" parms="" /> <ABILITY condition="$mob_level>=20" class="Druid_WaterCover" parms="" /> <ABILITY condition="$mob_level>=30" class="Fighter_Charge" parms="" /> <ABILITY condition="$mob_level>=50" class="Fighter_CalledStrike" parms="" /> <ABILITY condition="$mob_level>=60" class="Fighter_Shrug" parms="" /> <ABILITY condition="$mob_level>=70" class="Skill_Attack2" parms="" /> </ABILITY> </MOB> </MOB> </MOB> <STRING id="noun_oceanfloor_currents" select="any-1"> <STRING>$noun_oceanfloor_currents_adj wave</STRING> <STRING>$noun_oceanfloor_currents_adj tide</STRING> <STRING>$noun_oceanfloor_currents_adj flow</STRING> <STRING>$noun_oceanfloor_currents_adj stream</STRING> <STRING>$noun_oceanfloor_currents_adj current</STRING> </STRING> <STRING id="noun_oceanfloor_currents_adj" select="any-1"> <STRING>warm</STRING> <STRING>cold</STRING> <STRING>frigid</STRING> <STRING>strong</STRING> <STRING>gentle</STRING> <STRING>choppy</STRING> <STRING>hot</STRING> <STRING>steady</STRING> </STRING> <STRING id="_oceanfloor_path_verb" define="_oceanfloor_path_verb"> <STRING id="oceanfloor_path_verb" select="any-1"> <STRING>goes</STRING> <STRING>runs</STRING> <STRING>travels</STRING> <STRING>pushes</STRING> <STRING>approaches</STRING> <STRING>reaches</STRING> <STRING>stretches</STRING> <STRING>advances</STRING> <STRING>passes</STRING> </STRING> </STRING> <STRING id="oceanfloor_youare_in" select="any-1"> <STRING>lost</STRING> <STRING>standing</STRING> <STRING>deep</STRING> <STRING>floating</STRING> <STRING>wandering</STRING> <STRING>meandering</STRING> <STRING>loitering</STRING> <STRING>goofing off</STRING> <STRING>a little lost</STRING> <STRING>totally lost</STRING> </STRING> <STRING id="noun_oceanfloor_plants" select="any-1"> <STRING>$noun_oceanfloor_plants_adj kelp</STRING> <STRING>$noun_oceanfloor_plants_adj seaweed</STRING> <STRING>$noun_oceanfloor_plants_adj seagrass</STRING> <STRING>$noun_oceanfloor_plants_adj coralline algae</STRING> <STRING>$noun_oceanfloor_plants_adj coral</STRING> </STRING> <STRING id="noun_oceanfloor_plants_adj" select="any-1"> <STRING>small</STRING> <STRING>large</STRING> <STRING>single</STRING> <STRING>cultivated</STRING> <STRING>hardy</STRING> <STRING>growing</STRING> <STRING>dying</STRING> <STRING>rare</STRING> <STRING>native</STRING> <STRING>typical</STRING> <STRING>common</STRING> <STRING>huge</STRING> <STRING>iridescent</STRING> <STRING>lustrous</STRING> </STRING> <STRING id="noun_oceanfloor_fishes" select="any-1"> <STRING>$noun_oceanfloor_fishes_adj schools of fish</STRING> <STRING>$noun_oceanfloor_fishes_adj shrimp</STRING> <STRING>$noun_oceanfloor_fishes_adj crustaceans</STRING> <STRING>$noun_oceanfloor_fishes_adj sea cucumbers</STRING> <STRING>$noun_oceanfloor_fishes_adj starfish</STRING> <STRING>$noun_oceanfloor_fishes_adj urchin</STRING> <STRING>$noun_oceanfloor_fishes_adj oyters</STRING> <STRING>$noun_oceanfloor_fishes_adj clams</STRING> <STRING>$noun_oceanfloor_fishes_adj jellyfish</STRING> <STRING>$noun_oceanfloor_fishes_adj seahorses</STRING> <STRING>$noun_oceanfloor_fishes_adj fish</STRING> </STRING> <STRING id="noun_oceanfloor_fishes_adj" select="any-1"> <STRING>tiny</STRING> <STRING>small</STRING> <STRING>large</STRING> <STRING>huge</STRING> <STRING>colorful</STRING> <STRING>graceful</STRING> <STRING>alien looking</STRING> <STRING>prehistoric looking</STRING> <STRING>typical</STRING> <STRING>common</STRING> <STRING>rare</STRING> <STRING>native</STRING> <STRING>shimmering</STRING> <STRING>horrific</STRING> </STRING> <STRING id="noun_oceanfloor_rocks" select="any-1"> <STRING>$noun_oceanfloor_rocks_adj pebbles</STRING> <STRING>$noun_oceanfloor_rocks_adj rocks</STRING> <STRING>$noun_oceanfloor_rocks_adj boulders</STRING> <STRING>$noun_oceanfloor_rocks_adj gravel</STRING> <STRING>$noun_oceanfloor_rocks_adj rubble</STRING> <STRING>$noun_oceanfloor_rocks_adj stones</STRING> </STRING> <STRING id="noun_oceanfloor_rocks_adj" select="any-1"> <STRING>small</STRING> <STRING>large</STRING> <STRING>smooth</STRING> <STRING>rough</STRING> <STRING>broken</STRING> <STRING>common</STRING> <STRING>typical</STRING> <STRING>jagged</STRING> </STRING> <STRING id="verb_oceanfloor_tread" select="any-1"> <STRING>swimming</STRING> <STRING>floating</STRING> <STRING>dogpaddling</STRING> <STRING>frogging</STRING> <STRING>paddling</STRING> <STRING>freestyling</STRING> <STRING>treading water</STRING> <STRING>diving</STRING> <STRING>gliding</STRING> <STRING>underway</STRING> <STRING>navigating</STRING> <STRING>squelching</STRING> <STRING>bathing</STRING> <STRING>breaststroking</STRING> <STRING>backstroking</STRING> <STRING>porpoising</STRING> <STRING>drifting</STRING> <STRING>flowing</STRING> <STRING>washing</STRING> <STRING>skimming</STRING> <STRING>coasting</STRING> </STRING> <STRING id="_oceanfloor_path_name" select="any-1" define="_oceanfloor_path_name"> <STRING pickweight=1>$oceanfloor_path_prefix $oceanfloor_nouns</STRING> <STRING pickweight=1>$adj_random_moody_words1 $oceanfloor_path_prefix $oceanfloor_nouns</STRING> </STRING> <STRING id="oceanfloor_path_prefix" select="any-1"> <STRING>sandy</STRING> <STRING>silty</STRING> <STRING>rocky</STRING> <STRING>barren</STRING> <STRING>lush</STRING> <STRING>vast</STRING> <STRING>creepy</STRING> <STRING>overgrown</STRING> <STRING>extensive</STRING> <STRING>ever-changing</STRING> <STRING>shifting</STRING> <STRING>unstable</STRING> <STRING>briny</STRING> <STRING>calm</STRING> <STRING>relaxing</STRING> <STRING>immense</STRING> <STRING>deep blue</STRING> <STRING>crystal clear</STRING> <STRING>majestic</STRING> <STRING>never-ending</STRING> <STRING>ominous</STRING> <STRING>flourishing</STRING> <STRING>colorful</STRING> <STRING>bright</STRING> <STRING>glowing</STRING> <STRING>thriving</STRING> <STRING>desolate</STRING> <STRING>empty</STRING> <STRING>bouldered</STRING> <STRING>eerie</STRING> <STRING>weird</STRING> <STRING>shimmering</STRING> <STRING>flowing</STRING> <STRING>forceful</STRING> </STRING> <STRING id="oceanfloor_nouns" select="any-1"> <STRING>ocean floor</STRING> <STRING>ocean bottom</STRING> <STRING>sea bottom</STRING> <STRING>sea floor</STRING> <STRING>coral reef</STRING> <STRING>reef</STRING> <STRING>ledge</STRING> <STRING>mid-ocean ridge</STRING> <STRING>abyssal plain</STRING> <STRING>continental shelf</STRING> <STRING>continental slope</STRING> <STRING>continental rise</STRING> <STRING>transform fault</STRING> <STRING>submarine canyon</STRING> <STRING>trench</STRING> <STRING>guyot</STRING> <STRING>abyssal hill</STRING> <STRING>abyss</STRING> <STRING>rift valley</STRING> <STRING>whale fall</STRING> <STRING>shallows</STRING> <STRING>canyon</STRING> <STRING>crevice</STRING> </STRING>