Draft:Two Worlds:Creating Items: Difference between revisions

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You should read the [[Cheats]] page before you read any of the following.
You should read the [[Cheats]] page before you read any of the following.


With the CREATE command you are able to spawn all objects of the game. Objects, that don't need any parameter, i.e. all ingredients, can be spawned by simply typing the object. No CREATE is needed.
With the <code>CREATE</code> command you are able to spawn all objects of the game. Objects, that don't need any parameter, i.e. all ingredients, can be spawned by simply typing the object. No <code>CREATE</code> is needed.<syntaxhighlight>
Level = The level of the item. It should be a value near the level of your own character.
CREATE Name(Level,Enhancements,Item Id)
</syntaxhighlight>


Enhancements = Addons like Magic. Boolean, so <code>0</code> means no enhancements while any integer equal or above <code>1</code> means a random enhancement.
*<code>Name</code> = Item name
*<code>Level</code> = The level of the item. It should be a value near the level of your own character.
*<code>Enhancements</code> = Addons like Magic. Boolean, so <code>0</code> means no enhancements while any integer equal or above <code>1</code> means a random enhancement.
*<code>Item ID</code> = ID of the item - you can find most of the ID's by visiting the pictured list for an object.


Item ID = ID of the item - you can find most of the ID's by visiting the pictured list for an object.
Example:<syntaxhighlight>
CREATE ROBE_1(19,1,11)
</syntaxhighlight>This will create a level 19 hooded white robe with a random enhancement.


create !(@,#,$)
<br />
 
! =Item name @ =Level # =Enhancement $ =Item ID
 
Example: <code>create robe_1(19,1,11)</code>
 
This will create a Hooded white robe with a random enhancement.


==Armour Sets==
==Armour Sets==


===Chain Armour===
===Chain Armour===
*AR_CHAIN_ARMOUR(Level,Enhancements,Item ID)
 
*AR_CHAIN_TROUSERS(Level,Enhancements,Item ID)
*<code>AR_CHAIN_ARMOUR(Level,Enhancements,Item ID)</code>
*AR_CHAIN_BOOTS(Level,Enhancements,Item ID)
*<code>AR_CHAIN_TROUSERS(Level,Enhancements,Item ID)</code>
*AR_CHAIN_GLOVES(Level,Enhancements,Item ID)
*<code>AR_CHAIN_BOOTS(Level,Enhancements,Item ID)</code>
*AR_CHAIN_HELMET(Level,Enhancements,Item ID)
*<code>AR_CHAIN_GLOVES(Level,Enhancements,Item ID)</code>
*<code>AR_CHAIN_HELMET(Level,Enhancements,Item ID)</code>


<br />
<br />
===Half Plate Armour===
===Half Plate Armour===
*AR_HALF_PLATE_ARMOUR(Level,Enhancements,Item ID)
 
*AR_HALF_PLATE_TROUSERS(Level,Enhancements,Item ID)
*<code>AR_HALF_PLATE_ARMOUR(Level,Enhancements,Item ID)</code>
*AR_HALF_PLATE_BOOTS(Level,Enhancements,Item ID)
*<code>AR_HALF_PLATE_TROUSERS(Level,Enhancements,Item ID)</code>
*AR_HALF_PLATE_GLOVES(Level,Enhancements,Item ID)
*<code>AR_HALF_PLATE_BOOTS(Level,Enhancements,Item ID)</code>
*AR_HALF_PLATE_HELMET(Level,Enhancements,Item ID)
*<code>AR_HALF_PLATE_GLOVES(Level,Enhancements,Item ID)</code>
*<code>AR_HALF_PLATE_HELMET(Level,Enhancements,Item ID)</code>


<br />
<br />
===Leather Armour===
===Leather Armour===
*AR_LEATHER_ARMOUR(Level,Enhancements,Item ID)
 
*AR_LEATHER_TROUSERS(Level,Enhancements,Item ID)
*<code>AR_LEATHER_ARMOUR(Level,Enhancements,Item ID)</code>
*AR_LEATHER_BOOTS(Level,Enhancements,Item ID)
*<code>AR_LEATHER_TROUSERS(Level,Enhancements,Item ID)</code>
*AR_LEATHER_GLOVES(Level,Enhancements,Item ID)
*<code>AR_LEATHER_BOOTS(Level,Enhancements,Item ID)</code>
*AR_LEATHER_HELMET(Level,Enhancements,Item ID)
*<code>AR_LEATHER_GLOVES(Level,Enhancements,Item ID)</code>
*<code>AR_LEATHER_HELMET(Level,Enhancements,Item ID)</code>


<br />
<br />
===Plate Armour===
===Plate Armour===
*AR_PLATE_ARMOUR(Level,Enhancements,Item ID)
 
*AR_PLATE_TROUSERS(Level,Enhancements,Item ID)
*<code>AR_PLATE_ARMOUR(Level,Enhancements,Item ID)</code>
*AR_PLATE_BOOTS(Level,Enhancements,Item ID)
*<code>AR_PLATE_TROUSERS(Level,Enhancements,Item ID)</code>
*AR_PLATE_GLOVES(Level,Enhancements,Item ID)
*<code>AR_PLATE_BOOTS(Level,Enhancements,Item ID)</code>
*AR_PLATE_HELMET(Level,Enhancements,Item ID)
*<code>AR_PLATE_GLOVES(Level,Enhancements,Item ID)</code>
*<code>AR_PLATE_HELMET(Level,Enhancements,Item ID)</code>
 
<br />
===Orc Camouflage Armour===
 
*<code>ORC_ARMOUR(Level,Enhancements)</code>


<br />
<br />
=== Orc Camouflage Armour ===
== Equipment==


* ORC_ARMOUR(Level,Enhancements)<br />
===Rings ===
==Equipment==


===Rings===
*<code>AR_RING_##</code>
*AR_RING_##
**<nowiki>##</nowiki> = Item ID, e.g. <code>CREATE AR_RING_14</code>
**<nowiki>##</nowiki> = Item ID, f.e. CREATE AR_RING_14




===Robes===
===Robes===
*ROBE_0(Level,Enhancement,Item ID)
 
**ROBE_0 = Non hooded
*<code>ROBE_0(Level,Enhancement,Item ID)</code>
**ROBE_1 = Hooded
**<code>ROBE_0</code> = Non hooded
**<code>ROBE_1</code> = Hooded




===Shields===
===Shields===
*AR_BUCKLER(Level,Enhancement,Item ID)
*AR_ROUNDSHIELD(Level,Enhancement,Item ID)
*AR_SHIELD(Level,Enhancement,Item ID)
*AR_TOWERSHIELD(Level,Enhancement,Item ID)


*<code>AR_BUCKLER(Level,Enhancement,Item ID)</code>
*<code>AR_ROUNDSHIELD(Level,Enhancement,Item ID)</code>
*<code>AR_SHIELD(Level,Enhancement,Item ID)</code>
*<code>AR_TOWERSHIELD(Level,Enhancement,Item ID)</code>


==Weapons==


===Axes===
==Weapons ==
*WP_AXE_##(Level,Enhancement)
 
===Axes ===
 
*<code>WP_AXE_#(Level,Enhancement)</code>
**0 = Small Tatchet
**0 = Small Tatchet
**1 = Small Axe
**1 = Small Axe
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===Bows and Quivers===
===Bows and Quivers===
*WP_BOW_##(Level,Enhancement)
 
*AR_QUIVER_##(Level,Enhancement)
*<code>WP_BOW_#(Level,Enhancement)</code>
*<code>AR_QUIVER_#(Level,Enhancement)</code>




===Daggers===
===Daggers===
*WP_DAGGER_##(Level,Enhancement)
 
*<code>WP_DAGGER_#(Level,Enhancement)</code>




===Maces===
===Maces===
*WP_MACE_#(Level,Enhancement,Item ID)
 
*<code>WP_MACE_#(Level,Enhancement,Item ID)</code>
**0 = Club
**0 = Club
**1 = War Club
**1 = War Club
Line 105: Line 118:
**3 = Heavy Knobbed Club
**3 = Heavy Knobbed Club
**4 = Flanged Club
**4 = Flanged Club
**5 = Morningstar
** 5 = Morningstar
**6 = Warhammer
**6 = Warhammer
**7 = Ornamented
** 7 = Ornamented
**8 = Ornamented Warhammer
** 8 = Ornamented Warhammer




===Polearms===
===Polearms===
*WP_POLE_ARM_#(Level,Enhancement,Item ID)
 
*<code>WP_POLE_ARM_#(Level,Enhancement,Item ID)</code>
**0-9 = Missing
**0-9 = Missing




===Staffs===
===Staffs===
*WP_STAFF_#(Level,Enhancement)
 
*<code>WP_STAFF_#(Level,Enhancement)</code>
**<nowiki>#</nowiki> = Item ID
**<nowiki>#</nowiki> = Item ID




===Swords===
===Swords===
*WP_SWORD_#(Level,Enhancement,Item ID)
 
*<code>WP_SWORD_#(Level,Enhancement,Item ID)</code>
**0 = Shortsword
**0 = Shortsword
**1 = Machete
**1 = Machete
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<br />
<br />
==Quest Items==
==Quest Items==
*QITEM_##
 
**<nowiki>##</nowiki> = Item ID
*<code>QITEM_###</code>
**<nowiki>###</nowiki> = Item ID. The number is always three digits long, with leading zeros as necessary. Not all numbers yield items, and some of the ones that do are unused ingame, with a generic name and sometimes placeholder graphics.
**[[Goblin Totem]]: <code>QITEM_009</code>
**[[King's Key to the Barrow]]: <code>QITEM_031</code>
**[[Satrius' Crown (Cheap Imitation)]]: <code>QITEM_032</code>
**[[Insect's Egg]]: <code>QITEM_038</code>
**[[Big Pack of Food]]: <code>QITEM_040</code>
**[[Small Pack of Food]]: <code>QITEM_042</code>
**[[Anti-Taint Inspection Device]]: <code>QITEM_045</code>
**[[Key to the Tharbakin Caves]]: <code>QITEM_051</code>
**[[Ancient Dwarven Key]]: <code>QITEM_061</code>
**[[The Cure]]: <code>QITEM_063</code>
**[[A Dwarven Contraption]]: <code>QITEM_070</code>
**[[Excavation Reports]]: <code>QITEM_072</code>
**[[Excavation Key]]: <code>QITEM_073</code>
**[[Merchant's Association Package]]: <code>QITEM_096</code>
**[[Underpants]]: <code>QITEM_104</code>
**[[Letter]]: <code>QITEM_111</code>
**[[Whisky]]: <code>QITEM_112</code>
**[[Necro Orc Killer]]: <code>QITEM_128</code>
**[[Depoisoner]]: <code>QITEM_136</code>
**[[Order for Armor]]: <code>QITEM_146</code>
**[[Summon Spider Figurine]]: <code>QITEM_154</code>
**[[Arrows for Rigwell]]: <code>QITEM_157</code>
**[[Beautiful Flower]]: <code>QITEM_161</code>
**[[Love Potion]]: <code>QITEM_165</code>
**[[Wilcor's Braid]]: <code>QITEM_174</code>
**[[Catapult Trigger]]: <code>QITEM_175</code>
**[[Compass]]: <code>QITEM_181</code>
**[[Moon Eye Crystal]]: <code>QITEM_191</code>
**[[Figurine of Throglin]]: <code>QITEM_204</code>
**[[Counterfeit]]: <code>QITEM_214</code>
**[[Moonshine]]: <code>QITEM_221</code>
**[[Archmage Earth Staff (quest item)|Archmage Earth Staff (Quest Item)]]: <code>QITEM_225</code>
**[[Hangman's Rope]]: <code>QITEM_241</code>
**[[Black Magic Doll]]: <code>QITEM_242</code>
**[[Engagement Ring]]: <code>QITEM_255</code>
**[[Magical Mirror]]: <code>QITEM_264</code>
**[[Red Dress]]: <code>QITEM_270</code>
**[[Key to the Temple in Ashos]]: <code>QITEM_271</code>
**[[Blacksmith's Will]]: <code>QITEM_272</code>
**[[Medicine for the Mayor]]: <code>QITEM_273</code>
**[[Magic Dust]]: <code>QITEM_278</code>
**[[Poet's Letters]]: <code>QITEM_286</code>
**[[Military Armor]]: <code>QITEM_292</code>
**[[Poison]]: <code>QITEM_295</code>
**[[Medal]]: <code>QITEM_296</code>
**[[Wife's Necklace]]: <code>QITEM_303</code>
**[[Family Heirloom]]: <code>QITEM_304</code>
**[[Necromancer's Poison]]: <code>QITEM_353</code>
 
<br />
 
==Special Items==
 
*[[Taint Shoot]]: <code>THE_TAINT</code>
*[[Lockpick]]: <code>LOCKPICK</code>
*[[Personal Teleport]]: <code>PERSONAL_TELEPORT</code>
*[[Teleport Activator]]: <code>TELEPORT_ACTIVATOR</code>
*[[The Relic]]: <code>RELIC_##</code>
**<nowiki>##</nowiki> = Number representing which elements it contains, from 00 to 15. It's a [https://en.wikipedia.org/wiki/Bit_field bit field] , where
***0b0001 = 1 = Earth element
***0b0010 = 2 = Water element
***0b0100 = 4 = Fire element
***0b1000 = 8 = Air element
**To get a relic with a single element, just use the number above, otherwise, to get a relic with multiple elements, add together the numbers that represent the ones you want. e.g. A relic with both the water and air elements is RELIC_10, as 2+8 = 10. The number is always two digits, with a leading zero when necessary.
*[[Relic Stone|Relic Stones]]: <code>RELIC_STONE_0#</code>
**<nowiki>#</nowiki> = Number representing the element of the relic stone, same as above. e.g. Fire Relic Stone: <code>RELIC_STONE_04</code>


<br />
<br />
==Spells==
==Spells==


=== Non-Summoning Spells ===
===Non-Summoning Spells===


*MAGIC_#
*<code>MAGIC_#</code>
**<nowiki>#</nowiki> = Name of a non-summoning card, without spaces or underscores.
**<nowiki>#</nowiki> = Name of a non-summoning card, without spaces or underscores.
**Example, Strength of God: <code>magic_strengthofgod</code>
**Example, Strength of God: <code>MAGIC_STRENGTHOFGOD</code>
**Known Exceptions:
**Known Exceptions:
***Ring of Fire: <code>magic_firering</code>
***[[Ring of Fire]]: <code>MAGIC_FIRERING</code>
***Bone Armor: <code>magic_bonearmour</code>
***[[Bone Armor]]: <code>MAGIC_BONEARMOUR</code>
***Rust Armor: <code>magic_rustarmour</code>
***[[Rust Armor]]: <code>MAGIC_RUSTARMOUR</code>
***Blessing: <code>magic_bless</code>
***[[Blessing]]: <code>MAGIC_BLESS</code>
***Lightning (missing an n): <code>magic_lighting</code>
***[[Lightning]] (missing an n): <code>MAGIC_LIGHTING</code>
***Lightning Shield (same misspelling): <code>magic_lightingshield</code>
***[[Lightning Shield]] (same misspelling): <code>MAGIC_LIGHTINGSHIELD</code>
***Lightning Storm (same misspelling): <code>magic_lightingstorm</code>
***[[Lightning Storm]] (same misspelling): <code>MAGIC_LIGHTINGSTORM</code>
***Protection From Fire: <code>magic_protfromfire</code>
***[[Protection From Fire]]: <code>MAGIC_PROTFROMFIRE</code>
***Push Wave: <code>magic_push_wave</code>
***[[Push Wave]]: <code>MAGIC_PUSH_WAVE</code>
***Grapple Ivy: <code>magic_ivy</code>
***[[Grapple Ivy]]: <code>MAGIC_IVY</code>
***Earth Eruption: <code>magic_eruption</code>
***[[Earth Eruption]]: <code>MAGIC_ERUPTION</code>
***Adamantium Shield: <code>magic_adamantium</code>
***[[Adamantium Shield]]: <code>MAGIC_ADAMANTIUM</code>
***Reflection Shield: <code>magic_reflectingshield</code>
***[[Reflection Shield]]: <code>MAGIC_REFLECTINGSHIELD</code>


<br />
<br />


=== Summoning Spells ===
===Summoning Spells===


*MAGIC_SUMMON_#
*<code>MAGIC_SUMMON_#</code>
**<nowiki>#</nowiki> = Name of the summoned creature, without spaces or underscores.
**<nowiki>#</nowiki> = Name of the summoned creature, without spaces or underscores.
**Example, Summon Stone Golem: <code>magic_summon_stonegolem</code>
**Example, Summon Stone Golem: <code>magic_summon_stonegolem</code>
**Known Exceptions:
**Known Exceptions:
***Summon Skeleton Archer: <code>magic_summon_archer</code>
***[[Summon Skeleton Archer]]: <code>MAGIC_SUMMON_ARCHER</code>
***Summon Octogron: <code>magic_summon_minion</code>
***[[Summon Octogron]]: <code>MAGIC_SUMMON_MINION</code>
***Summon Scorpion: <code>magic_summon_scorpio</code>
***[[Summon Scorpion]]: <code>MAGIC_SUMMON_SCORPIO</code>
***Summon Soul Defender: <code>magic_summon_air_elemental</code>
***[[Summon Soul Defender]]: <code>MAGIC_SUMMON_AIR_ELEMENTAL</code>
***Summon Steel Golem: <code>magic_summon_irongolem</code>
***[[Summon Steel Golem]]: <code>MAGIC_SUMMON_IRONGOLEM</code>
***Summon Adamantium Golem: <code>magic_summon_adamegolem</code>
***[[Summon Adamantium Golem]]: <code>MAGIC_SUMMON_ADAMEGOLEM</code>


<br />
<br />


=== Booster Cards ===
===Booster Cards===


*MAGIC_BOOST_#
*<code>MAGIC_BOOST_#</code>
**<nowiki>#</nowiki> = Keyword for booster (<code>level</code>, <code>time</code>, <code>damage</code>, <code>mana</code>, or <code>summon</code>)
**<nowiki>#</nowiki> = Keyword for booster (LEVEL, <code>TIME</code>, <code>DAMAGE</code>, <code>MANA</code>, or <code>SUMMON</code>)
**Example, Spell Booster: <code>magic_boost_level</code>
**Example, [[Spell Booster]]: <code>MAGIC_BOOST_LEVEL</code>


<br />
<br />
== External Sources ==
==External Sources==
All credit goes to Phalynx from [http://www.insidetwoworlds.com/showthread.php?t=28731 Inside Two Worlds].[[Category:Cheats]]
All credit goes to Phalynx from [http://www.insidetwoworlds.com/showthread.php?t=28731 Inside Two Worlds].
[[Category:Cheats]]
[[Category:Two Worlds]]
[[Category:Two Worlds]]
[[Category:Item]]
[[Category:Item]]

Revision as of 20:17, January 19, 2021

The codes on this page currently apply to the original Two Worlds (TW1) only.
You should read the Cheats page before you read any of the following.

With the CREATE command you are able to spawn all objects of the game. Objects, that don't need any parameter, i.e. all ingredients, can be spawned by simply typing the object. No CREATE is needed.<syntaxhighlight> CREATE Name(Level,Enhancements,Item Id) </syntaxhighlight>

  • Name = Item name
  • Level = The level of the item. It should be a value near the level of your own character.
  • Enhancements = Addons like Magic. Boolean, so 0 means no enhancements while any integer equal or above 1 means a random enhancement.
  • Item ID = ID of the item - you can find most of the ID's by visiting the pictured list for an object.

Example:<syntaxhighlight> CREATE ROBE_1(19,1,11) </syntaxhighlight>This will create a level 19 hooded white robe with a random enhancement.


Armour Sets

Chain Armour

  • AR_CHAIN_ARMOUR(Level,Enhancements,Item ID)
  • AR_CHAIN_TROUSERS(Level,Enhancements,Item ID)
  • AR_CHAIN_BOOTS(Level,Enhancements,Item ID)
  • AR_CHAIN_GLOVES(Level,Enhancements,Item ID)
  • AR_CHAIN_HELMET(Level,Enhancements,Item ID)


Half Plate Armour

  • AR_HALF_PLATE_ARMOUR(Level,Enhancements,Item ID)
  • AR_HALF_PLATE_TROUSERS(Level,Enhancements,Item ID)
  • AR_HALF_PLATE_BOOTS(Level,Enhancements,Item ID)
  • AR_HALF_PLATE_GLOVES(Level,Enhancements,Item ID)
  • AR_HALF_PLATE_HELMET(Level,Enhancements,Item ID)


Leather Armour

  • AR_LEATHER_ARMOUR(Level,Enhancements,Item ID)
  • AR_LEATHER_TROUSERS(Level,Enhancements,Item ID)
  • AR_LEATHER_BOOTS(Level,Enhancements,Item ID)
  • AR_LEATHER_GLOVES(Level,Enhancements,Item ID)
  • AR_LEATHER_HELMET(Level,Enhancements,Item ID)


Plate Armour

  • AR_PLATE_ARMOUR(Level,Enhancements,Item ID)
  • AR_PLATE_TROUSERS(Level,Enhancements,Item ID)
  • AR_PLATE_BOOTS(Level,Enhancements,Item ID)
  • AR_PLATE_GLOVES(Level,Enhancements,Item ID)
  • AR_PLATE_HELMET(Level,Enhancements,Item ID)


Orc Camouflage Armour

  • ORC_ARMOUR(Level,Enhancements)


Equipment

Rings

  • AR_RING_##
    • ## = Item ID, e.g. CREATE AR_RING_14


Robes

  • ROBE_0(Level,Enhancement,Item ID)
    • ROBE_0 = Non hooded
    • ROBE_1 = Hooded


Shields

  • AR_BUCKLER(Level,Enhancement,Item ID)
  • AR_ROUNDSHIELD(Level,Enhancement,Item ID)
  • AR_SHIELD(Level,Enhancement,Item ID)
  • AR_TOWERSHIELD(Level,Enhancement,Item ID)


Weapons

Axes

  • WP_AXE_#(Level,Enhancement)
    • 0 = Small Tatchet
    • 1 = Small Axe
    • 2 = Two Hand Hatchet
    • 3 = Axe
    • 4 = Taber
    • 5 = Ornamented
    • 6 = Two Hand Axe
    • 7 = Two Hand Ornamented
    • 8 = Two Hand Taber


Bows and Quivers

  • WP_BOW_#(Level,Enhancement)
  • AR_QUIVER_#(Level,Enhancement)


Daggers

  • WP_DAGGER_#(Level,Enhancement)


Maces

  • WP_MACE_#(Level,Enhancement,Item ID)
    • 0 = Club
    • 1 = War Club
    • 2 = Heavy Club
    • 3 = Heavy Knobbed Club
    • 4 = Flanged Club
    • 5 = Morningstar
    • 6 = Warhammer
    • 7 = Ornamented
    • 8 = Ornamented Warhammer


Polearms

  • WP_POLE_ARM_#(Level,Enhancement,Item ID)
    • 0-9 = Missing


Staffs

  • WP_STAFF_#(Level,Enhancement)
    • # = Item ID


Swords

  • WP_SWORD_#(Level,Enhancement,Item ID)
    • 0 = Shortsword
    • 1 = Machete
    • 2 = Bastard Word
    • 3 = Cord
    • 4 = Sabre
    • 5 = Longsword
    • 6 = Katana
    • 7 = Two Handed Sword
    • 8 = Two Katana


Quest Items


Special Items

  • Taint Shoot: THE_TAINT
  • Lockpick: LOCKPICK
  • Personal Teleport: PERSONAL_TELEPORT
  • Teleport Activator: TELEPORT_ACTIVATOR
  • The Relic: RELIC_##
    • ## = Number representing which elements it contains, from 00 to 15. It's a bit field , where
      • 0b0001 = 1 = Earth element
      • 0b0010 = 2 = Water element
      • 0b0100 = 4 = Fire element
      • 0b1000 = 8 = Air element
    • To get a relic with a single element, just use the number above, otherwise, to get a relic with multiple elements, add together the numbers that represent the ones you want. e.g. A relic with both the water and air elements is RELIC_10, as 2+8 = 10. The number is always two digits, with a leading zero when necessary.
  • Relic Stones: RELIC_STONE_0#
    • # = Number representing the element of the relic stone, same as above. e.g. Fire Relic Stone: RELIC_STONE_04


Spells

Non-Summoning Spells


Summoning Spells


Booster Cards

  • MAGIC_BOOST_#
    • # = Keyword for booster (LEVEL, TIME, DAMAGE, MANA, or SUMMON)
    • Example, Spell Booster: MAGIC_BOOST_LEVEL


External Sources

All credit goes to Phalynx from Inside Two Worlds.