namespace = equip
# Inheritance Code from Dorimi's Damascus Sword Mod
# No Double Weapons Code from JordanDoes
########################
# INFORM OF INHERITANCE
########################
character_event = {   
	id = "equip.000"
	desc = "EVTDESCequip.000"
	picture = "GFX_evt_fan_welcome"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAequip.000"
	}
}
########################
# INHERITANCE
########################
character_event = {
	id = "equip.001"
	desc = "EVTDESCequip.001"
	picture = "GFX_evt_death"
	
	is_triggered_only = yes 

	hide_window = yes
	
	immediate = {
		if = {
			limit = { trait = Bronze_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Bronze_Sword } 
					}
				}
				current_heir = {
					add_trait = Bronze_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Bronze_Sword  } }
							add_trait = Bronze_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Bronze_Sword } }
					add_trait = Bronze_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Bronze_Sword } }
					add_trait = Bronze_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Bronze_Sword } }
					add_trait = Bronze_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Bronze_Sword } }
					add_trait = Bronze_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Bronze_Sword } }
					add_trait = Bronze_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Bronze_Sword } }		
				}
				spouse = { add_trait = Bronze_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Bronze_Sword } }
				}
				liege = { add_trait = Bronze_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Bronze_Sword } }
					add_trait = Bronze_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Iron_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Iron_Sword } 
					}
				}
				current_heir = {
					add_trait = Iron_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Iron_Sword  } }
							add_trait = Iron_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Iron_Sword } }
					add_trait = Iron_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Iron_Sword } }
					add_trait = Iron_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Iron_Sword } }
					add_trait = Iron_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Iron_Sword } }
					add_trait = Iron_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Iron_Sword } }
					add_trait = Iron_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Iron_Sword } }		
				}
				spouse = { add_trait = Iron_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Iron_Sword } }
				}
				liege = { add_trait = Iron_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Iron_Sword } }
					add_trait = Iron_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Steel_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Steel_Sword } 
					}
				}
				current_heir = {
					add_trait = Steel_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Steel_Sword  } }
							add_trait = Steel_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Sword } }
					add_trait = Steel_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Sword } }
					add_trait = Steel_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Steel_Sword } }
					add_trait = Steel_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Steel_Sword } }
					add_trait = Steel_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Steel_Sword } }
					add_trait = Steel_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Steel_Sword } }		
				}
				spouse = { add_trait = Steel_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Steel_Sword } }
				}
				liege = { add_trait = Steel_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Steel_Sword } }
					add_trait = Steel_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Silver_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Silver_Sword } 
					}
				}
				current_heir = {
					add_trait = Silver_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Silver_Sword  } }
							add_trait = Silver_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silver_Sword } }
					add_trait = Silver_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silver_Sword } }
					add_trait = Silver_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Silver_Sword } }
					add_trait = Silver_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Silver_Sword } }
					add_trait = Silver_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Silver_Sword } }
					add_trait = Silver_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Silver_Sword } }		
				}
				spouse = { add_trait = Silver_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Silver_Sword } }
				}
				liege = { add_trait = Silver_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Silver_Sword } }
					add_trait = Silver_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Gold_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Gold_Sword } 
					}
				}
				current_heir = {
					add_trait = Gold_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Gold_Sword  } }
							add_trait = Gold_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Gold_Sword } }
					add_trait = Gold_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Gold_Sword } }
					add_trait = Gold_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Gold_Sword } }
					add_trait = Gold_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Gold_Sword } }
					add_trait = Gold_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Gold_Sword } }
					add_trait = Gold_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Gold_Sword } }		
				}
				spouse = { add_trait = Gold_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Gold_Sword } }
				}
				liege = { add_trait = Gold_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Gold_Sword } }
					add_trait = Gold_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Mithril_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Mithril_Sword } 
					}
				}
				current_heir = {
					add_trait = Mithril_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Mithril_Sword  } }
							add_trait = Mithril_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Sword } }
					add_trait = Mithril_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Sword } }
					add_trait = Mithril_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Mithril_Sword } }
					add_trait = Mithril_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Mithril_Sword } }
					add_trait = Mithril_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Mithril_Sword } }
					add_trait = Mithril_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Mithril_Sword } }		
				}
				spouse = { add_trait = Mithril_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Mithril_Sword } }
				}
				liege = { add_trait = Mithril_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Mithril_Sword } }
					add_trait = Mithril_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Elven_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Elven_Sword } 
					}
				}
				current_heir = {
					add_trait = Elven_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Elven_Sword  } }
							add_trait = Elven_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Elven_Sword } }
					add_trait = Elven_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Elven_Sword } }
					add_trait = Elven_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Elven_Sword } }
					add_trait = Elven_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Elven_Sword } }
					add_trait = Elven_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Elven_Sword } }
					add_trait = Elven_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Elven_Sword } }		
				}
				spouse = { add_trait = Elven_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Elven_Sword } }
				}
				liege = { add_trait = Elven_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Elven_Sword } }
					add_trait = Elven_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dragon_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dragon_Sword } 
					}
				}
				current_heir = {
					add_trait = Dragon_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dragon_Sword  } }
							add_trait = Dragon_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Sword } }
					add_trait = Dragon_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Sword } }
					add_trait = Dragon_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dragon_Sword } }
					add_trait = Dragon_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dragon_Sword } }
					add_trait = Dragon_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Dragon_Sword } }
					add_trait = Dragon_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dragon_Sword } }		
				}
				spouse = { add_trait = Dragon_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dragon_Sword } }
				}
				liege = { add_trait = Dragon_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dragon_Sword } }
					add_trait = Dragon_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Light_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Light_Sword } 
					}
				}
				current_heir = {
					add_trait = Light_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Light_Sword  } }
							add_trait = Light_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Light_Sword } }
					add_trait = Light_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Light_Sword } }
					add_trait = Light_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Light_Sword } }
					add_trait = Light_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Light_Sword } }
					add_trait = Light_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { trait = Light } NOT = { trait = Light_Sword } }
					add_trait = Light_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Light_Sword } }		
				}
				spouse = { add_trait = Light_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Light_Sword } }
				}
				liege = { add_trait = Light_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Light_Sword } }
					add_trait = Light_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dark_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dark_Sword } 
					}
				}
				current_heir = {
					add_trait = Dark_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dark_Sword  } }
							add_trait = Dark_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Sword } }
					add_trait = Dark_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Sword } }
					add_trait = Dark_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dark_Sword } }
					add_trait = Dark_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dark_Sword } }
					add_trait = Dark_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { trait = Dark } NOT = { trait = Dark_Sword } }
					add_trait = Dark_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dark_Sword } }		
				}
				spouse = { add_trait = Dark_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dark_Sword } }
				}
				liege = { add_trait = Dark_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dark_Sword } }
					add_trait = Dark_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Infinity_Sword }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Infinity_Sword } 
					}
				}
				current_heir = {
					add_trait = Infinity_Sword 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Infinity_Sword  } }
							add_trait = Infinity_Sword 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Infinity_Sword } }
					add_trait = Infinity_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Infinity_Sword } }
					add_trait = Infinity_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Infinity_Sword } }
					add_trait = Infinity_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Infinity_Sword } }
					add_trait = Infinity_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Infinity_Sword } }
					add_trait = Infinity_Sword
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Infinity_Sword } }		
				}
				spouse = { add_trait = Infinity_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Infinity_Sword } }
				}
				liege = { add_trait = Infinity_Sword character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Infinity_Sword } }
					add_trait = Infinity_Sword 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Ass_Blades }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Ass_Blades } 
					}
				}
				current_heir = {
					add_trait = Ass_Blades 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Ass_Blades  } }
							add_trait = Ass_Blades 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ass_Blades } }
					add_trait = Ass_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ass_Blades } }
					add_trait = Ass_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Ass_Blades } }
					add_trait = Ass_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Ass_Blades } }
					add_trait = Ass_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Ass_Blades } }
					add_trait = Ass_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Ass_Blades } }		
				}
				spouse = { add_trait = Ass_Blades character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Ass_Blades } }
				}
				liege = { add_trait = Ass_Blades character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Ass_Blades } }
					add_trait = Ass_Blades 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Ass_Bow }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Ass_Bow } 
					}
				}
				current_heir = {
					add_trait = Ass_Bow 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Ass_Bow  } }
							add_trait = Ass_Bow 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ass_Bow } }
					add_trait = Ass_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ass_Bow } }
					add_trait = Ass_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Ass_Bow } }
					add_trait = Ass_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Ass_Bow } }
					add_trait = Ass_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Ass_Bow } }
					add_trait = Ass_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Ass_Bow } }		
				}
				spouse = { add_trait = Ass_Bow character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Ass_Bow } }
				}
				liege = { add_trait = Ass_Bow character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Ass_Bow } }
					add_trait = Ass_Bow 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Silent_Blades }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Silent_Blades } 
					}
				}
				current_heir = {
					add_trait = Silent_Blades 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Silent_Blades  } }
							add_trait = Silent_Blades 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silent_Blades } }
					add_trait = Silent_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silent_Blades } }
					add_trait = Silent_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Silent_Blades } }
					add_trait = Silent_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Silent_Blades } }
					add_trait = Silent_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Silent_Blades } }
					add_trait = Silent_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Silent_Blades } }		
				}
				spouse = { add_trait = Silent_Blades character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Silent_Blades } }
				}
				liege = { add_trait = Silent_Blades character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Silent_Blades } }
					add_trait = Silent_Blades 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Silent_Bow }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Silent_Bow } 
					}
				}
				current_heir = {
					add_trait = Silent_Bow 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Silent_Bow  } }
							add_trait = Silent_Bow 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silent_Bow } }
					add_trait = Silent_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silent_Bow } }
					add_trait = Silent_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Silent_Bow } }
					add_trait = Silent_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Silent_Bow } }
					add_trait = Silent_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Silent_Bow } }
					add_trait = Silent_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Silent_Bow } }		
				}
				spouse = { add_trait = Silent_Bow character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Silent_Bow } }
				}
				liege = { add_trait = Silent_Bow character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Silent_Bow } }
					add_trait = Silent_Bow 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Master_Blades }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Master_Blades } 
					}
				}
				current_heir = {
					add_trait = Master_Blades 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Master_Blades  } }
							add_trait = Master_Blades 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Master_Blades } }
					add_trait = Master_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Master_Blades } }
					add_trait = Master_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Master_Blades } }
					add_trait = Master_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Master_Blades } }
					add_trait = Master_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Master_Blades } }
					add_trait = Master_Blades
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Master_Blades } }		
				}
				spouse = { add_trait = Master_Blades character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Master_Blades } }
				}
				liege = { add_trait = Master_Blades character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Master_Blades } }
					add_trait = Master_Blades 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Master_Bow }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Master_Bow } 
					}
				}
				current_heir = {
					add_trait = Master_Bow 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Master_Bow  } }
							add_trait = Master_Bow 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Master_Bow } }
					add_trait = Master_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Master_Bow } }
					add_trait = Master_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Master_Bow } }
					add_trait = Master_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Master_Bow } }
					add_trait = Master_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Master_Bow } }
					add_trait = Master_Bow
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Master_Bow } }		
				}
				spouse = { add_trait = Master_Bow character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Master_Bow } }
				}
				liege = { add_trait = Master_Bow character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Master_Bow } }
					add_trait = Master_Bow 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Ruby_Dagger }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Ruby_Dagger } 
					}
				}
				current_heir = {
					add_trait = Ruby_Dagger 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Ruby_Dagger  } }
							add_trait = Ruby_Dagger 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ruby_Dagger } }
					add_trait = Ruby_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ruby_Dagger } }
					add_trait = Ruby_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Ruby_Dagger } }
					add_trait = Ruby_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Ruby_Dagger } }
					add_trait = Ruby_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Ruby_Dagger } }
					add_trait = Ruby_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Ruby_Dagger } }		
				}
				spouse = { add_trait = Ruby_Dagger character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Ruby_Dagger } }
				}
				liege = { add_trait = Ruby_Dagger character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Ruby_Dagger } }
					add_trait = Ruby_Dagger 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Ruby_Bracelet }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Ruby_Bracelet } 
					}
				}
				current_heir = {
					add_trait = Ruby_Bracelet 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Ruby_Bracelet  } }
							add_trait = Ruby_Bracelet 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ruby_Bracelet } }
					add_trait = Ruby_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ruby_Bracelet } }
					add_trait = Ruby_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Ruby_Bracelet } }
					add_trait = Ruby_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Ruby_Bracelet } }
					add_trait = Ruby_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Ruby_Bracelet } }
					add_trait = Ruby_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Ruby_Bracelet } }		
				}
				spouse = { add_trait = Ruby_Bracelet character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Ruby_Bracelet } }
				}
				liege = { add_trait = Ruby_Bracelet character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Ruby_Bracelet } }
					add_trait = Ruby_Bracelet 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Emerald_Dagger }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Emerald_Dagger } 
					}
				}
				current_heir = {
					add_trait = Emerald_Dagger 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Emerald_Dagger  } }
							add_trait = Emerald_Dagger 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Emerald_Dagger } }
					add_trait = Emerald_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Emerald_Dagger } }
					add_trait = Emerald_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Emerald_Dagger } }
					add_trait = Emerald_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Emerald_Dagger } }
					add_trait = Emerald_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Emerald_Dagger } }
					add_trait = Emerald_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Emerald_Dagger } }		
				}
				spouse = { add_trait = Emerald_Dagger character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Emerald_Dagger } }
				}
				liege = { add_trait = Emerald_Dagger character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Emerald_Dagger } }
					add_trait = Emerald_Dagger 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Emerald_Bracelet }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Emerald_Bracelet } 
					}
				}
				current_heir = {
					add_trait = Emerald_Bracelet 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Emerald_Bracelet  } }
							add_trait = Emerald_Bracelet 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Emerald_Bracelet } }
					add_trait = Emerald_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Emerald_Bracelet } }
					add_trait = Emerald_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Emerald_Bracelet } }
					add_trait = Emerald_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Emerald_Bracelet } }
					add_trait = Emerald_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Emerald_Bracelet } }
					add_trait = Emerald_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Emerald_Bracelet } }		
				}
				spouse = { add_trait = Emerald_Bracelet character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Emerald_Bracelet } }
				}
				liege = { add_trait = Emerald_Bracelet character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Emerald_Bracelet } }
					add_trait = Emerald_Bracelet 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Diamond_Dagger }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Diamond_Dagger } 
					}
				}
				current_heir = {
					add_trait = Diamond_Dagger 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Diamond_Dagger  } }
							add_trait = Diamond_Dagger 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Diamond_Dagger } }
					add_trait = Diamond_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Diamond_Dagger } }
					add_trait = Diamond_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Diamond_Dagger } }
					add_trait = Diamond_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Diamond_Dagger } }
					add_trait = Diamond_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Diamond_Dagger } }
					add_trait = Diamond_Dagger
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Diamond_Dagger } }		
				}
				spouse = { add_trait = Diamond_Dagger character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Diamond_Dagger } }
				}
				liege = { add_trait = Diamond_Dagger character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Diamond_Dagger } }
					add_trait = Diamond_Dagger 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Diamond_Bracelet }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Diamond_Bracelet } 
					}
				}
				current_heir = {
					add_trait = Diamond_Bracelet 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Diamond_Bracelet  } }
							add_trait = Diamond_Bracelet 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Diamond_Bracelet } }
					add_trait = Diamond_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Diamond_Bracelet } }
					add_trait = Diamond_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Diamond_Bracelet } }
					add_trait = Diamond_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Diamond_Bracelet } }
					add_trait = Diamond_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Diamond_Bracelet } }
					add_trait = Diamond_Bracelet
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Diamond_Bracelet } }		
				}
				spouse = { add_trait = Diamond_Bracelet character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Diamond_Bracelet } }
				}
				liege = { add_trait = Diamond_Bracelet character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Diamond_Bracelet } }
					add_trait = Diamond_Bracelet 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Steel_Pickaxe }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Steel_Pickaxe } 
					}
				}
				current_heir = {
					add_trait = Steel_Pickaxe 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Steel_Pickaxe  } }
							add_trait = Steel_Pickaxe 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Pickaxe } }
					add_trait = Steel_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Pickaxe } }
					add_trait = Steel_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Steel_Pickaxe } }
					add_trait = Steel_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Steel_Pickaxe } }
					add_trait = Steel_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Steel_Pickaxe } }
					add_trait = Steel_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Steel_Pickaxe } }		
				}
				spouse = { add_trait = Steel_Pickaxe character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Steel_Pickaxe } }
				}
				liege = { add_trait = Steel_Pickaxe character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Steel_Pickaxe } }
					add_trait = Steel_Pickaxe 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Mithril_Pickaxe }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Mithril_Pickaxe } 
					}
				}
				current_heir = {
					add_trait = Mithril_Pickaxe 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Mithril_Pickaxe  } }
							add_trait = Mithril_Pickaxe 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Pickaxe } }
					add_trait = Mithril_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Pickaxe } }
					add_trait = Mithril_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Mithril_Pickaxe } }
					add_trait = Mithril_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Mithril_Pickaxe } }
					add_trait = Mithril_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Mithril_Pickaxe } }
					add_trait = Mithril_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Mithril_Pickaxe } }		
				}
				spouse = { add_trait = Mithril_Pickaxe character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Mithril_Pickaxe } }
				}
				liege = { add_trait = Mithril_Pickaxe character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Mithril_Pickaxe } }
					add_trait = Mithril_Pickaxe 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dragon_Pickaxe }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dragon_Pickaxe } 
					}
				}
				current_heir = {
					add_trait = Dragon_Pickaxe 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dragon_Pickaxe  } }
							add_trait = Dragon_Pickaxe 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Pickaxe } }
					add_trait = Dragon_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Pickaxe } }
					add_trait = Dragon_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dragon_Pickaxe } }
					add_trait = Dragon_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dragon_Pickaxe } }
					add_trait = Dragon_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Dragon_Pickaxe } }
					add_trait = Dragon_Pickaxe
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dragon_Pickaxe } }		
				}
				spouse = { add_trait = Dragon_Pickaxe character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dragon_Pickaxe } }
				}
				liege = { add_trait = Dragon_Pickaxe character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dragon_Pickaxe } }
					add_trait = Dragon_Pickaxe 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Steel_Hammer }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Steel_Hammer } 
					}
				}
				current_heir = {
					add_trait = Steel_Hammer 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Steel_Hammer  } }
							add_trait = Steel_Hammer 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Hammer } }
					add_trait = Steel_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Hammer } }
					add_trait = Steel_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Steel_Hammer } }
					add_trait = Steel_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Steel_Hammer } }
					add_trait = Steel_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Steel_Hammer } }
					add_trait = Steel_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Steel_Hammer } }		
				}
				spouse = { add_trait = Steel_Hammer character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Steel_Hammer } }
				}
				liege = { add_trait = Steel_Hammer character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Steel_Hammer } }
					add_trait = Steel_Hammer 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Mithril_Hammer }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Mithril_Hammer } 
					}
				}
				current_heir = {
					add_trait = Mithril_Hammer 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Mithril_Hammer  } }
							add_trait = Mithril_Hammer 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Hammer } }
					add_trait = Mithril_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Hammer } }
					add_trait = Mithril_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Mithril_Hammer } }
					add_trait = Mithril_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Mithril_Hammer } }
					add_trait = Mithril_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Mithril_Hammer } }
					add_trait = Mithril_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Mithril_Hammer } }		
				}
				spouse = { add_trait = Mithril_Hammer character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Mithril_Hammer } }
				}
				liege = { add_trait = Mithril_Hammer character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Mithril_Hammer } }
					add_trait = Mithril_Hammer 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dragon_Hammer }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dragon_Hammer } 
					}
				}
				current_heir = {
					add_trait = Dragon_Hammer 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dragon_Hammer  } }
							add_trait = Dragon_Hammer 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Hammer } }
					add_trait = Dragon_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Hammer } }
					add_trait = Dragon_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dragon_Hammer } }
					add_trait = Dragon_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dragon_Hammer } }
					add_trait = Dragon_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Dragon_Hammer } }
					add_trait = Dragon_Hammer
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dragon_Hammer } }		
				}
				spouse = { add_trait = Dragon_Hammer character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dragon_Hammer } }
				}
				liege = { add_trait = Dragon_Hammer character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dragon_Hammer } }
					add_trait = Dragon_Hammer 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Oak_Staff }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Oak_Staff } 
					}
				}
				current_heir = {
					add_trait = Oak_Staff 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Oak_Staff  } }
							add_trait = Oak_Staff 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Oak_Staff } }
					add_trait = Oak_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Oak_Staff } }
					add_trait = Oak_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Oak_Staff } }
					add_trait = Oak_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Oak_Staff } }
					add_trait = Oak_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Oak_Staff } }
					add_trait = Oak_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Oak_Staff } }		
				}
				spouse = { add_trait = Oak_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Oak_Staff } }
				}
				liege = { add_trait = Oak_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Oak_Staff } }
					add_trait = Oak_Staff 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = ElvenWood_Staff }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = ElvenWood_Staff } 
					}
				}
				current_heir = {
					add_trait = ElvenWood_Staff 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = ElvenWood_Staff  } }
							add_trait = ElvenWood_Staff 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = ElvenWood_Staff } }
					add_trait = ElvenWood_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = ElvenWood_Staff } }
					add_trait = ElvenWood_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = ElvenWood_Staff } }
					add_trait = ElvenWood_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = ElvenWood_Staff } }
					add_trait = ElvenWood_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = ElvenWood_Staff } }
					add_trait = ElvenWood_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = ElvenWood_Staff } }		
				}
				spouse = { add_trait = ElvenWood_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = ElvenWood_Staff } }
				}
				liege = { add_trait = ElvenWood_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = ElvenWood_Staff } }
					add_trait = ElvenWood_Staff 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = White_Staff }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = White_Staff } 
					}
				}
				current_heir = {
					add_trait = White_Staff 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = White_Staff  } }
							add_trait = White_Staff 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = White_Staff } }
					add_trait = White_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = White_Staff } }
					add_trait = White_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = White_Staff } }
					add_trait = White_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = White_Staff } }
					add_trait = White_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = White_Staff } }
					add_trait = White_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = White_Staff } }		
				}
				spouse = { add_trait = White_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = White_Staff } }
				}
				liege = { add_trait = White_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = White_Staff } }
					add_trait = White_Staff 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dark_Staff }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dark_Staff } 
					}
				}
				current_heir = {
					add_trait = Dark_Staff 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dark_Staff  } }
							add_trait = Dark_Staff 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Staff } }
					add_trait = Dark_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Staff } }
					add_trait = Dark_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dark_Staff } }
					add_trait = Dark_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dark_Staff } }
					add_trait = Dark_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Dark_Staff } }
					add_trait = Dark_Staff
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dark_Staff } }		
				}
				spouse = { add_trait = Dark_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dark_Staff } }
				}
				liege = { add_trait = Dark_Staff character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dark_Staff } }
					add_trait = Dark_Staff 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Bronze_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Bronze_Set } 
					}
				}
				current_heir = {
					add_trait = Bronze_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Bronze_Set  } }
							add_trait = Bronze_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Bronze_Set } }
					add_trait = Bronze_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Bronze_Set } }
					add_trait = Bronze_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Bronze_Set } }
					add_trait = Bronze_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Bronze_Set } }
					add_trait = Bronze_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Bronze_Set } }
					add_trait = Bronze_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Bronze_Set } }		
				}
				spouse = { add_trait = Bronze_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Bronze_Set } }
				}
				liege = { add_trait = Bronze_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Bronze_Set } }
					add_trait = Bronze_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Iron_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Iron_Set } 
					}
				}
				current_heir = {
					add_trait = Iron_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Iron_Set  } }
							add_trait = Iron_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Iron_Set } }
					add_trait = Iron_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Iron_Set } }
					add_trait = Iron_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Iron_Set } }
					add_trait = Iron_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Iron_Set } }
					add_trait = Iron_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Iron_Set } }
					add_trait = Iron_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Iron_Set } }		
				}
				spouse = { add_trait = Iron_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Iron_Set } }
				}
				liege = { add_trait = Iron_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Iron_Set } }
					add_trait = Iron_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Steel_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Steel_Set } 
					}
				}
				current_heir = {
					add_trait = Steel_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Steel_Set  } }
							add_trait = Steel_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Set } }
					add_trait = Steel_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Steel_Set } }
					add_trait = Steel_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Steel_Set } }
					add_trait = Steel_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Steel_Set } }
					add_trait = Steel_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Steel_Set } }
					add_trait = Steel_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Steel_Set } }		
				}
				spouse = { add_trait = Steel_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Steel_Set } }
				}
				liege = { add_trait = Steel_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Steel_Set } }
					add_trait = Steel_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Silver_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Silver_Set } 
					}
				}
				current_heir = {
					add_trait = Silver_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Silver_Set  } }
							add_trait = Silver_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silver_Set } }
					add_trait = Silver_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silver_Set } }
					add_trait = Silver_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Silver_Set } }
					add_trait = Silver_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Silver_Set } }
					add_trait = Silver_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Silver_Set } }
					add_trait = Silver_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Silver_Set } }		
				}
				spouse = { add_trait = Silver_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Silver_Set } }
				}
				liege = { add_trait = Silver_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Silver_Set } }
					add_trait = Silver_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Gold_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Gold_Set } 
					}
				}
				current_heir = {
					add_trait = Gold_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Gold_Set  } }
							add_trait = Gold_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Gold_Set } }
					add_trait = Gold_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Gold_Set } }
					add_trait = Gold_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Gold_Set } }
					add_trait = Gold_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Gold_Set } }
					add_trait = Gold_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Gold_Set } }
					add_trait = Gold_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Gold_Set } }		
				}
				spouse = { add_trait = Gold_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Gold_Set } }
				}
				liege = { add_trait = Gold_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Gold_Set } }
					add_trait = Gold_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Mithril_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Mithril_Set } 
					}
				}
				current_heir = {
					add_trait = Mithril_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Mithril_Set  } }
							add_trait = Mithril_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Set } }
					add_trait = Mithril_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Mithril_Set } }
					add_trait = Mithril_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Mithril_Set } }
					add_trait = Mithril_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Mithril_Set } }
					add_trait = Mithril_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Mithril_Set } }
					add_trait = Mithril_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Mithril_Set } }		
				}
				spouse = { add_trait = Mithril_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Mithril_Set } }
				}
				liege = { add_trait = Mithril_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Mithril_Set } }
					add_trait = Mithril_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Elven_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Elven_Set } 
					}
				}
				current_heir = {
					add_trait = Elven_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Elven_Set  } }
							add_trait = Elven_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Elven_Set } }
					add_trait = Elven_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Elven_Set } }
					add_trait = Elven_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Elven_Set } }
					add_trait = Elven_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Elven_Set } }
					add_trait = Elven_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Elven_Set } }
					add_trait = Elven_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Elven_Set } }		
				}
				spouse = { add_trait = Elven_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Elven_Set } }
				}
				liege = { add_trait = Elven_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Elven_Set } }
					add_trait = Elven_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dragon_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dragon_Set } 
					}
				}
				current_heir = {
					add_trait = Dragon_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dragon_Set  } }
							add_trait = Dragon_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Set } }
					add_trait = Dragon_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dragon_Set } }
					add_trait = Dragon_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dragon_Set } }
					add_trait = Dragon_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dragon_Set } }
					add_trait = Dragon_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Dragon_Set } }
					add_trait = Dragon_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dragon_Set } }		
				}
				spouse = { add_trait = Dragon_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dragon_Set } }
				}
				liege = { add_trait = Dragon_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dragon_Set } }
					add_trait = Dragon_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Light_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Light_Set } 
					}
				}
				current_heir = {
					add_trait = Light_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Light_Set  } }
							add_trait = Light_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Light_Set } }
					add_trait = Light_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Light_Set } }
					add_trait = Light_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Light_Set } }
					add_trait = Light_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Light_Set } }
					add_trait = Light_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Light_Set } }
					add_trait = Light_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Light_Set } }		
				}
				spouse = { add_trait = Light_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Light_Set } }
				}
				liege = { add_trait = Light_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Light_Set } }
					add_trait = Light_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dark_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dark_Set } 
					}
				}
				current_heir = {
					add_trait = Dark_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dark_Set  } }
							add_trait = Dark_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Set } }
					add_trait = Dark_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Set } }
					add_trait = Dark_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dark_Set } }
					add_trait = Dark_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dark_Set } }
					add_trait = Dark_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Dark_Set } }
					add_trait = Dark_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dark_Set } }		
				}
				spouse = { add_trait = Dark_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dark_Set } }
				}
				liege = { add_trait = Dark_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dark_Set } }
					add_trait = Dark_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Infinity_Set }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Infinity_Set } 
					}
				}
				current_heir = {
					add_trait = Infinity_Set 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Infinity_Set  } }
							add_trait = Infinity_Set 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Infinity_Set } }
					add_trait = Infinity_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Infinity_Set } }
					add_trait = Infinity_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Infinity_Set } }
					add_trait = Infinity_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Infinity_Set } }
					add_trait = Infinity_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Infinity_Set } }
					add_trait = Infinity_Set
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Infinity_Set } }		
				}
				spouse = { add_trait = Infinity_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Infinity_Set } }
				}
				liege = { add_trait = Infinity_Set character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Infinity_Set } }
					add_trait = Infinity_Set 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Ass_Cloak }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Ass_Cloak } 
					}
				}
				current_heir = {
					add_trait = Ass_Cloak 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Ass_Cloak  } }
							add_trait = Ass_Cloak 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ass_Cloak } }
					add_trait = Ass_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ass_Cloak } }
					add_trait = Ass_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Ass_Cloak } }
					add_trait = Ass_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Ass_Cloak } }
					add_trait = Ass_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Ass_Cloak } }
					add_trait = Ass_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Ass_Cloak } }		
				}
				spouse = { add_trait = Ass_Cloak character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Ass_Cloak } }
				}
				liege = { add_trait = Ass_Cloak character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Ass_Cloak } }
					add_trait = Ass_Cloak 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Silent_Cloak }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Silent_Cloak } 
					}
				}
				current_heir = {
					add_trait = Silent_Cloak 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Silent_Cloak  } }
							add_trait = Silent_Cloak 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silent_Cloak } }
					add_trait = Silent_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Silent_Cloak } }
					add_trait = Silent_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Silent_Cloak } }
					add_trait = Silent_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Silent_Cloak } }
					add_trait = Silent_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Silent_Cloak } }
					add_trait = Silent_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Silent_Cloak } }		
				}
				spouse = { add_trait = Silent_Cloak character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Silent_Cloak } }
				}
				liege = { add_trait = Silent_Cloak character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Silent_Cloak } }
					add_trait = Silent_Cloak 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Master_Cloak }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Master_Cloak } 
					}
				}
				current_heir = {
					add_trait = Master_Cloak 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Master_Cloak  } }
							add_trait = Master_Cloak 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Master_Cloak } }
					add_trait = Master_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Master_Cloak } }
					add_trait = Master_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Master_Cloak } }
					add_trait = Master_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Master_Cloak } }
					add_trait = Master_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Master_Cloak } }
					add_trait = Master_Cloak
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Master_Cloak } }		
				}
				spouse = { add_trait = Master_Cloak character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Master_Cloak } }
				}
				liege = { add_trait = Master_Cloak character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Master_Cloak } }
					add_trait = Master_Cloak 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Ruby_Crown }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Ruby_Crown } 
					}
				}
				current_heir = {
					add_trait = Ruby_Crown 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Ruby_Crown  } }
							add_trait = Ruby_Crown 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ruby_Crown } }
					add_trait = Ruby_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Ruby_Crown } }
					add_trait = Ruby_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Ruby_Crown } }
					add_trait = Ruby_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Ruby_Crown } }
					add_trait = Ruby_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Ruby_Crown } }
					add_trait = Ruby_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Ruby_Crown } }		
				}
				spouse = { add_trait = Ruby_Crown character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Ruby_Crown } }
				}
				liege = { add_trait = Ruby_Crown character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Ruby_Crown } }
					add_trait = Ruby_Crown 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Emerald_Crown }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Emerald_Crown } 
					}
				}
				current_heir = {
					add_trait = Emerald_Crown 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Emerald_Crown  } }
							add_trait = Emerald_Crown 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Emerald_Crown } }
					add_trait = Emerald_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Emerald_Crown } }
					add_trait = Emerald_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Emerald_Crown } }
					add_trait = Emerald_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Emerald_Crown } }
					add_trait = Emerald_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Emerald_Crown } }
					add_trait = Emerald_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Emerald_Crown } }		
				}
				spouse = { add_trait = Emerald_Crown character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Emerald_Crown } }
				}
				liege = { add_trait = Emerald_Crown character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Emerald_Crown } }
					add_trait = Emerald_Crown 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Diamond_Crown }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Diamond_Crown } 
					}
				}
				current_heir = {
					add_trait = Diamond_Crown 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Diamond_Crown  } }
							add_trait = Diamond_Crown 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Diamond_Crown } }
					add_trait = Diamond_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Diamond_Crown } }
					add_trait = Diamond_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Diamond_Crown } }
					add_trait = Diamond_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Diamond_Crown } }
					add_trait = Diamond_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Diamond_Crown } }
					add_trait = Diamond_Crown
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Diamond_Crown } }		
				}
				spouse = { add_trait = Diamond_Crown character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Diamond_Crown } }
				}
				liege = { add_trait = Diamond_Crown character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Diamond_Crown } }
					add_trait = Diamond_Crown 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Basic_Robes }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Basic_Robes } 
					}
				}
				current_heir = {
					add_trait = Basic_Robes 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Basic_Robes  } }
							add_trait = Basic_Robes 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Basic_Robes } }
					add_trait = Basic_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Basic_Robes } }
					add_trait = Basic_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Basic_Robes } }
					add_trait = Basic_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Basic_Robes } }
					add_trait = Basic_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Basic_Robes } }
					add_trait = Basic_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Basic_Robes } }		
				}
				spouse = { add_trait = Basic_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Basic_Robes } }
				}
				liege = { add_trait = Basic_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Basic_Robes } }
					add_trait = Basic_Robes 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Elven_Robes }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Elven_Robes } 
					}
				}
				current_heir = {
					add_trait = Elven_Robes 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Elven_Robes  } }
							add_trait = Elven_Robes 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Elven_Robes } }
					add_trait = Elven_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Elven_Robes } }
					add_trait = Elven_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Elven_Robes } }
					add_trait = Elven_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Elven_Robes } }
					add_trait = Elven_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Elven_Robes } }
					add_trait = Elven_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Elven_Robes } }		
				}
				spouse = { add_trait = Elven_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Elven_Robes } }
				}
				liege = { add_trait = Elven_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Elven_Robes } }
					add_trait = Elven_Robes 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = White_Robes }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = White_Robes } 
					}
				}
				current_heir = {
					add_trait = White_Robes 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = White_Robes  } }
							add_trait = White_Robes 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = White_Robes } }
					add_trait = White_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = White_Robes } }
					add_trait = White_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = White_Robes } }
					add_trait = White_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = White_Robes } }
					add_trait = White_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = White_Robes } }
					add_trait = White_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = White_Robes } }		
				}
				spouse = { add_trait = White_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = White_Robes } }
				}
				liege = { add_trait = White_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = White_Robes } }
					add_trait = White_Robes 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Dark_Robes }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Dark_Robes } 
					}
				}
				current_heir = {
					add_trait = Dark_Robes 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Dark_Robes  } }
							add_trait = Dark_Robes 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Robes } }
					add_trait = Dark_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Dark_Robes } }
					add_trait = Dark_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Dark_Robes } }
					add_trait = Dark_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Dark_Robes } }
					add_trait = Dark_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Dark_Robes } }
					add_trait = Dark_Robes
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Dark_Robes } }		
				}
				spouse = { add_trait = Dark_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Dark_Robes } }
				}
				liege = { add_trait = Dark_Robes character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Dark_Robes } }
					add_trait = Dark_Robes 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_Wealth }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_Wealth } 
					}
				}
				current_heir = {
					add_trait = Book_Wealth 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_Wealth  } }
							add_trait = Book_Wealth 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Wealth } }
					add_trait = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Wealth } }
					add_trait = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_Wealth } }
					add_trait = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_Wealth } }
					add_trait = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Book_Wealth } }
					add_trait = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_Wealth } }		
				}
				spouse = { add_trait = Book_Wealth character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_Wealth } }
				}
				liege = { add_trait = Book_Wealth character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_Wealth } }
					add_trait = Book_Wealth 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_Prestige }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_Prestige } 
					}
				}
				current_heir = {
					add_trait = Book_Prestige 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_Prestige  } }
							add_trait = Book_Prestige 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Prestige } }
					add_trait = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Prestige } }
					add_trait = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_Prestige } }
					add_trait = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_Prestige } }
					add_trait = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Book_Prestige } }
					add_trait = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_Prestige } }		
				}
				spouse = { add_trait = Book_Prestige character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_Prestige } }
				}
				liege = { add_trait = Book_Prestige character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_Prestige } }
					add_trait = Book_Prestige 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_Health }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_Health } 
					}
				}
				current_heir = {
					add_trait = Book_Health 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_Health  } }
							add_trait = Book_Health 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Health } }
					add_trait = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Health } }
					add_trait = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_Health } }
					add_trait = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_Health } }
					add_trait = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Book_Health } }
					add_trait = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_Health } }		
				}
				spouse = { add_trait = Book_Health character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_Health } }
				}
				liege = { add_trait = Book_Health character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_Health } }
					add_trait = Book_Health 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_Defense }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_Defense } 
					}
				}
				current_heir = {
					add_trait = Book_Defense 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_Defense  } }
							add_trait = Book_Defense 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Defense } }
					add_trait = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Defense } }
					add_trait = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_Defense } }
					add_trait = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_Defense } }
					add_trait = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Book_Defense } }
					add_trait = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_Defense } }		
				}
				spouse = { add_trait = Book_Defense character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_Defense } }
				}
				liege = { add_trait = Book_Defense character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_Defense } }
					add_trait = Book_Defense 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_Immortal }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_Immortal } 
					}
				}
				current_heir = {
					add_trait = Book_Immortal 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_Immortal  } }
							add_trait = Book_Immortal 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Immortal } }
					add_trait = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Immortal } }
					add_trait = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_Immortal } }
					add_trait = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_Immortal } }
					add_trait = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Book_Immortal } }
					add_trait = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_Immortal } }		
				}
				spouse = { add_trait = Book_Immortal character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_Immortal } }
				}
				liege = { add_trait = Book_Immortal character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_Immortal } }
					add_trait = Book_Immortal 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_Poison }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_Poison } 
					}
				}
				current_heir = {
					add_trait = Book_Poison 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_Poison  } }
							add_trait = Book_Poison 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Poison } }
					add_trait = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Poison } }
					add_trait = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_Poison } }
					add_trait = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_Poison } }
					add_trait = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes  NOT = { trait = Book_Poison } }
					add_trait = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_Poison } }		
				}
				spouse = { add_trait = Book_Poison character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_Poison } }
				}
				liege = { add_trait = Book_Poison character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_Poison } }
					add_trait = Book_Poison 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_War }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_War } 
					}
				}
				current_heir = {
					add_trait = Book_War 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_War  } }
							add_trait = Book_War 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_War } }
					add_trait = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_War } }
					add_trait = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_War } }
					add_trait = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_War } }
					add_trait = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { trait = Book_War } }
					add_trait = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_War } }		
				}
				spouse = { add_trait = Book_War character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_War } }
				}
				liege = { add_trait = Book_War character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_War } }
					add_trait = Book_War 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { trait = Book_Necro }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { trait = Book_Necro } 
					}
				}
				current_heir = {
					add_trait = Book_Necro 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { trait = Book_Necro  } }
							add_trait = Book_Necro 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Necro } }
					add_trait = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { trait = Book_Necro } }
					add_trait = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { trait = Book_Necro } }
					add_trait = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { trait = Book_Necro } }
					add_trait = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { trait = Book_Necro } }
					add_trait = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { trait = Book_Necro } }		
				}
				spouse = { add_trait = Book_Necro character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { trait = Book_Necro } }
				}
				liege = { add_trait = Book_Necro character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { trait = Book_Necro } }
					add_trait = Book_Necro 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_Wealth }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_Wealth } 
					}
				}
				current_heir = {
					set_character_flag = Book_Wealth 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_Wealth  } }
							set_character_flag = Book_Wealth 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Wealth } }
					set_character_flag = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Wealth } }
					set_character_flag = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Wealth } }
					set_character_flag = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_Wealth } }
					set_character_flag = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Wealth } }
					set_character_flag = Book_Wealth
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_Wealth } }		
				}
				spouse = { set_character_flag = Book_Wealth character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_Wealth } }
				}
				liege = { set_character_flag = Book_Wealth character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_Wealth } }
					set_character_flag = Book_Wealth 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_Prestige }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_Prestige } 
					}
				}
				current_heir = {
					set_character_flag = Book_Prestige 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_Prestige  } }
							set_character_flag = Book_Prestige 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Prestige } }
					set_character_flag = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Prestige } }
					set_character_flag = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Prestige } }
					set_character_flag = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_Prestige } }
					set_character_flag = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Prestige } }
					set_character_flag = Book_Prestige
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_Prestige } }		
				}
				spouse = { set_character_flag = Book_Prestige character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_Prestige } }
				}
				liege = { set_character_flag = Book_Prestige character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_Prestige } }
					set_character_flag = Book_Prestige 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_Health }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_Health } 
					}
				}
				current_heir = {
					set_character_flag = Book_Health 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_Health  } }
							set_character_flag = Book_Health 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Health } }
					set_character_flag = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Health } }
					set_character_flag = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Health } }
					set_character_flag = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_Health } }
					set_character_flag = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Health } }
					set_character_flag = Book_Health
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_Health } }		
				}
				spouse = { set_character_flag = Book_Health character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_Health } }
				}
				liege = { set_character_flag = Book_Health character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_Health } }
					set_character_flag = Book_Health 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_Defense }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_Defense } 
					}
				}
				current_heir = {
					set_character_flag = Book_Defense 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_Defense  } }
							set_character_flag = Book_Defense 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Defense } }
					set_character_flag = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Defense } }
					set_character_flag = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Defense } }
					set_character_flag = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_Defense } }
					set_character_flag = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Defense } }
					set_character_flag = Book_Defense
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_Defense } }		
				}
				spouse = { set_character_flag = Book_Defense character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_Defense } }
				}
				liege = { set_character_flag = Book_Defense character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_Defense } }
					set_character_flag = Book_Defense 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_Immortal }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_Immortal } 
					}
				}
				current_heir = {
					set_character_flag = Book_Immortal 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_Immortal  } }
							set_character_flag = Book_Immortal 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Immortal } }
					set_character_flag = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Immortal } }
					set_character_flag = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Immortal } }
					set_character_flag = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_Immortal } }
					set_character_flag = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Immortal } }
					set_character_flag = Book_Immortal
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_Immortal } }		
				}
				spouse = { set_character_flag = Book_Immortal character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_Immortal } }
				}
				liege = { set_character_flag = Book_Immortal character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_Immortal } }
					set_character_flag = Book_Immortal 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_Poison }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_Poison } 
					}
				}
				current_heir = {
					set_character_flag = Book_Poison 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_Poison  } }
							set_character_flag = Book_Poison 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Poison } }
					set_character_flag = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Poison } }
					set_character_flag = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Poison } }
					set_character_flag = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_Poison } }
					set_character_flag = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Poison } }
					set_character_flag = Book_Poison
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_Poison } }		
				}
				spouse = { set_character_flag = Book_Poison character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_Poison } }
				}
				liege = { set_character_flag = Book_Poison character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_Poison } }
					set_character_flag = Book_Poison 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_War }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_War } 
					}
				}
				current_heir = {
					set_character_flag = Book_War 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_War  } }
							set_character_flag = Book_War 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_War } }
					set_character_flag = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_War } }
					set_character_flag = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_War } }
					set_character_flag = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_War } }
					set_character_flag = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_War } }
					set_character_flag = Book_War
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_War } }		
				}
				spouse = { set_character_flag = Book_War character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_War } }
				}
				liege = { set_character_flag = Book_War character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_War } }
					set_character_flag = Book_War 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}
		if = {
			limit = { has_character_flag = Book_Necro }
			if = { 
				limit = { 
					is_ruler = yes
					current_heir = { 
						dynasty = ROOT 
						is_alive = yes  
						NOT = { has_character_flag = Book_Necro } 
					}
				}
				current_heir = {
					set_character_flag = Book_Necro 
					character_event = { id = equip.000 }
				}
				add_trait = dead_target
			}
			if = { 
				limit = { NOT = { trait = dead_target } is_patrician = yes }
				family_palace = {
					current_heir = { 
						if = {
							limit = { NOT = { has_character_flag = Book_Necro  } }
							set_character_flag = Book_Necro 
							character_event = { id = equip.000 }
							ROOT = { add_trait = dead_target }
						}	
					}					
				}				
			}
			if = { 
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Necro } }
					set_character_flag = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_sibling = {
					limit = { dynasty = ROOT is_alive = yes NOT = { has_character_flag = Book_Necro } }
					set_character_flag = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}	
			}	
			if = {
				limit = { NOT = { trait = dead_target } }
				random_dynasty_member = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Necro } }
					set_character_flag = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_primary_heir = yes is_alive = yes NOT = { has_character_flag = Book_Necro } }
					set_character_flag = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { NOT = { trait = dead_target } }
				random_child = {
					limit = { is_alive = yes NOT = { has_character_flag = Book_Necro } }
					set_character_flag = Book_Necro
					character_event = { id = equip.000 }
					ROOT = { add_trait = dead_target }
				}
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }
					spouse = { is_alive = yes NOT = { has_character_flag = Book_Necro } }		
				}
				spouse = { set_character_flag = Book_Necro character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
					liege = { NOT = { character = ROOT } NOT = { has_character_flag = Book_Necro } }
				}
				liege = { set_character_flag = Book_Necro character_event = { id = equip.000 } }
				add_trait = dead_target
			}
			if = {
				limit = { 
					NOT = { trait = dead_target }	
				}
				random_vassal = { 
					limit = { NOT = { has_character_flag = Book_Necro } }
					set_character_flag = Book_Necro 
					character_event = { id = equip.000 }
				}
			}
			remove_trait = dead_target
		}

	}
}
########################
# NO DOUBLE WEAPONS & ARMOR
########################
character_event = {   
	id = "equip.002"
	hide_window = yes
	trigger = {
		NOT = {
			trait = Bronze_Sword
			trait = Iron_Sword
			trait = Steel_Sword
			trait = Silver_Sword
			trait = Gold_Sword
			trait = Mithril_Sword
			trait = Elven_Sword
			trait = Dragon_Sword
			trait = Light_Sword
			trait = Dark_Sword
			trait = Infinity_Sword
			trait = Ass_Blades
			trait = Ass_Bow
			trait = Silent_Blades
			trait = Silent_Bow
			trait = Master_Blades
			trait = Master_Bow
			trait = Ruby_Dagger
			trait = Ruby_Bracelet
			trait = Emerald_Dagger
			trait = Emerald_Bracelet
			trait = Diamond_Dagger
			trait = Diamond_Bracelet
			trait = Steel_Pickaxe
			trait = Mithril_Pickaxe
			trait = Dragon_Pickaxe
			trait = Steel_Hammer
			trait = Mithril_Hammer
			trait = Dragon_Hammer
			trait = Oak_Staff
			trait = ElvenWood_Staff
			trait = White_Staff
			trait = Dark_Staff
		}
	}
	immediate = {
		add_trait = No_Sword
	}
}
character_event = {   
	id = "equip.003"
	hide_window = yes
	trigger = {
		NOT = {
			trait = Bronze_Set
			trait = Iron_Set
			trait = Steel_Set
			trait = Silver_Set
			trait = Gold_Set
			trait = Mithril_Set
			trait = Elven_Set
			trait = Dragon_Set
			trait = Light_Set
			trait = Dark_Set
			trait = Infinity_Set
			trait = Ass_Cloak
			trait = Silent_Cloak
			trait = Master_Cloak
			trait = Ruby_Crown
			trait = Emerald_Crown
			trait = Diamond_Crown
			trait = Steel_Chainmail
			trait = Mithril_Chainmail
			trait = Dragon_Chainmail
			trait = Basic_Robes
			trait = Elven_Robes
			trait = White_Robes
			trait = Dark_Robes
		}
	}
	immediate = {
		add_trait = No_Set
	}
}
character_event = {   
	id = "equip.004"
	desc = "EVTDESCequip.004"
	picture = GFX_evt_fan_market
	border = GFX_event_normal_frame_economy
	trigger = {
		OR = {
			AND = {
				trait = Bronze_Sword
				trait = Iron_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Steel_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Silver_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Gold_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Mithril_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Elven_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Dragon_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Bronze_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Bronze_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Bronze_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Bronze_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Bronze_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Bronze_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Bronze_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Bronze_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Bronze_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Bronze_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Bronze_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Bronze_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Bronze_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Bronze_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Bronze_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Bronze_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Bronze_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Bronze_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Bronze_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Bronze_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Bronze_Sword
				trait = White_Staff
			}
			AND = {
				trait = Bronze_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Iron_Sword
				trait = Steel_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Silver_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Gold_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Mithril_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Elven_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Dragon_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Iron_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Iron_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Iron_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Iron_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Iron_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Iron_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Iron_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Iron_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Iron_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Iron_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Iron_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Iron_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Iron_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Iron_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Iron_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Iron_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Iron_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Iron_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Iron_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Iron_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Iron_Sword
				trait = White_Staff
			}
			AND = {
				trait = Iron_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Steel_Sword
				trait = Silver_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Gold_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Mithril_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Elven_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Dragon_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Steel_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Steel_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Steel_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Steel_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Steel_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Steel_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Steel_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Steel_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Steel_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Steel_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Steel_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Steel_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Steel_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Steel_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Steel_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Steel_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Steel_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Steel_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Steel_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Steel_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Steel_Sword
				trait = White_Staff
			}
			AND = {
				trait = Steel_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Silver_Sword
				trait = Gold_Sword
			}
			AND = {
				trait = Silver_Sword
				trait = Mithril_Sword
			}
			AND = {
				trait = Silver_Sword
				trait = Elven_Sword
			}
			AND = {
				trait = Silver_Sword
				trait = Dragon_Sword
			}
			AND = {
				trait = Silver_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Silver_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Silver_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Silver_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Silver_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Silver_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Silver_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Silver_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Silver_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Silver_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Silver_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Silver_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Silver_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Silver_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Silver_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Silver_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Silver_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Silver_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Silver_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Silver_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Silver_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Silver_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Silver_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Silver_Sword
				trait = White_Staff
			}
			AND = {
				trait = Silver_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Gold_Sword
				trait = Mithril_Sword
			}
			AND = {
				trait = Gold_Sword
				trait = Elven_Sword
			}
			AND = {
				trait = Gold_Sword
				trait = Dragon_Sword
			}
			AND = {
				trait = Gold_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Gold_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Gold_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Gold_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Gold_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Gold_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Gold_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Gold_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Gold_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Gold_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Gold_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Gold_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Gold_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Gold_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Gold_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Gold_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Gold_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Gold_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Gold_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Gold_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Gold_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Gold_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Gold_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Gold_Sword
				trait = White_Staff
			}
			AND = {
				trait = Gold_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Mithril_Sword
				trait = Elven_Sword
			}
			AND = {
				trait = Mithril_Sword
				trait = Dragon_Sword
			}
			AND = {
				trait = Mithril_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Mithril_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Mithril_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Mithril_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Mithril_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Mithril_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Mithril_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Mithril_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Mithril_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Mithril_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Mithril_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Mithril_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Mithril_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Mithril_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Mithril_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Mithril_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Mithril_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Mithril_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Mithril_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Mithril_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Mithril_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Mithril_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Mithril_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Mithril_Sword
				trait = White_Staff
			}
			AND = {
				trait = Mithril_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Elven_Sword
				trait = Dragon_Sword
			}
			AND = {
				trait = Elven_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Elven_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Elven_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Elven_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Elven_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Elven_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Elven_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Elven_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Elven_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Elven_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Elven_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Elven_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Elven_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Elven_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Elven_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Elven_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Elven_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Elven_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Elven_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Elven_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Elven_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Elven_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Elven_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Elven_Sword
				trait = White_Staff
			}
			AND = {
				trait = Elven_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Dragon_Sword
				trait = Light_Sword
			}
			AND = {
				trait = Dragon_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Dragon_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Dragon_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Dragon_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Dragon_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Dragon_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Dragon_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Dragon_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Dragon_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Dragon_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Dragon_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Dragon_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Dragon_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Dragon_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Dragon_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Dragon_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Dragon_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Dragon_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Dragon_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Dragon_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Dragon_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Dragon_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Dragon_Sword
				trait = White_Staff
			}
			AND = {
				trait = Dragon_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Light_Sword
				trait = Dark_Sword
			}
			AND = {
				trait = Light_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Light_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Light_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Light_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Light_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Light_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Light_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Light_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Light_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Light_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Light_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Light_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Light_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Light_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Light_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Light_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Light_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Light_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Light_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Light_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Light_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Light_Sword
				trait = White_Staff
			}
			AND = {
				trait = Light_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Dark_Sword
				trait = Infinity_Sword
			}
			AND = {
				trait = Dark_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Dark_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Dark_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Dark_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Dark_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Dark_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Dark_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Dark_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Dark_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Dark_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Dark_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Dark_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Dark_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Dark_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Dark_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Dark_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Dark_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Dark_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Dark_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Dark_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Dark_Sword
				trait = White_Staff
			}
			AND = {
				trait = Dark_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Infinity_Sword
				trait = Ass_Blades
			}
			AND = {
				trait = Infinity_Sword
				trait = Ass_Bow
			}
			AND = {
				trait = Infinity_Sword
				trait = Silent_Blades
			}
			AND = {
				trait = Infinity_Sword
				trait = Silent_Bow
			}
			AND = {
				trait = Infinity_Sword
				trait = Master_Blades
			}
			AND = {
				trait = Infinity_Sword
				trait = Master_Bow
			}
			AND = {
				trait = Infinity_Sword
				trait = Ruby_Dagger
			}
			AND = {
				trait = Infinity_Sword
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Infinity_Sword
				trait = Emerald_Dagger
			}
			AND = {
				trait = Infinity_Sword
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Infinity_Sword
				trait = Diamond_Dagger
			}
			AND = {
				trait = Infinity_Sword
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Infinity_Sword
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Infinity_Sword
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Infinity_Sword
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Infinity_Sword
				trait = Steel_Hammer
			}
			AND = {
				trait = Infinity_Sword
				trait = Mithril_Hammer
			}
			AND = {
				trait = Infinity_Sword
				trait = Dragon_Hammer
			}
			AND = {
				trait = Infinity_Sword
				trait = Oak_Staff
			}
			AND = {
				trait = Infinity_Sword
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Infinity_Sword
				trait = White_Staff
			}
			AND = {
				trait = Infinity_Sword
				trait = Dark_Staff
			}
			AND = {
				trait = Ass_Blades
				trait = Ass_Bow
			}
			AND = {
				trait = Ass_Blades
				trait = Silent_Blades
			}
			AND = {
				trait = Ass_Blades
				trait = Silent_Bow
			}
			AND = {
				trait = Ass_Blades
				trait = Master_Blades
			}
			AND = {
				trait = Ass_Blades
				trait = Master_Bow
			}
			AND = {
				trait = Ass_Blades
				trait = Ruby_Dagger
			}
			AND = {
				trait = Ass_Blades
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Ass_Blades
				trait = Emerald_Dagger
			}
			AND = {
				trait = Ass_Blades
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Ass_Blades
				trait = Diamond_Dagger
			}
			AND = {
				trait = Ass_Blades
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Ass_Blades
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Ass_Blades
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Ass_Blades
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Ass_Blades
				trait = Steel_Hammer
			}
			AND = {
				trait = Ass_Blades
				trait = Mithril_Hammer
			}
			AND = {
				trait = Ass_Blades
				trait = Dragon_Hammer
			}
			AND = {
				trait = Ass_Blades
				trait = Oak_Staff
			}
			AND = {
				trait = Ass_Blades
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Ass_Blades
				trait = White_Staff
			}
			AND = {
				trait = Ass_Blades
				trait = Dark_Staff
			}
			AND = {
				trait = Ass_Bow
				trait = Silent_Blades
			}
			AND = {
				trait = Ass_Bow
				trait = Silent_Bow
			}
			AND = {
				trait = Ass_Bow
				trait = Master_Blades
			}
			AND = {
				trait = Ass_Bow
				trait = Master_Bow
			}
			AND = {
				trait = Ass_Bow
				trait = Ruby_Dagger
			}
			AND = {
				trait = Ass_Bow
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Ass_Bow
				trait = Emerald_Dagger
			}
			AND = {
				trait = Ass_Bow
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Ass_Bow
				trait = Diamond_Dagger
			}
			AND = {
				trait = Ass_Bow
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Ass_Bow
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Ass_Bow
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Ass_Bow
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Ass_Bow
				trait = Steel_Hammer
			}
			AND = {
				trait = Ass_Bow
				trait = Mithril_Hammer
			}
			AND = {
				trait = Ass_Bow
				trait = Dragon_Hammer
			}
			AND = {
				trait = Ass_Bow
				trait = Oak_Staff
			}
			AND = {
				trait = Ass_Bow
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Ass_Bow
				trait = White_Staff
			}
			AND = {
				trait = Ass_Bow
				trait = Dark_Staff
			}
			AND = {
				trait = Silent_Blades
				trait = Silent_Bow
			}
			AND = {
				trait = Silent_Blades
				trait = Master_Blades
			}
			AND = {
				trait = Silent_Blades
				trait = Master_Bow
			}
			AND = {
				trait = Silent_Blades
				trait = Ruby_Dagger
			}
			AND = {
				trait = Silent_Blades
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Silent_Blades
				trait = Emerald_Dagger
			}
			AND = {
				trait = Silent_Blades
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Silent_Blades
				trait = Diamond_Dagger
			}
			AND = {
				trait = Silent_Blades
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Silent_Blades
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Silent_Blades
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Silent_Blades
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Silent_Blades
				trait = Steel_Hammer
			}
			AND = {
				trait = Silent_Blades
				trait = Mithril_Hammer
			}
			AND = {
				trait = Silent_Blades
				trait = Dragon_Hammer
			}
			AND = {
				trait = Silent_Blades
				trait = Oak_Staff
			}
			AND = {
				trait = Silent_Blades
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Silent_Blades
				trait = White_Staff
			}
			AND = {
				trait = Silent_Blades
				trait = Dark_Staff
			}
			AND = {
				trait = Silent_Bow
				trait = Master_Blades
			}
			AND = {
				trait = Silent_Bow
				trait = Master_Bow
			}
			AND = {
				trait = Silent_Bow
				trait = Ruby_Dagger
			}
			AND = {
				trait = Silent_Bow
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Silent_Bow
				trait = Emerald_Dagger
			}
			AND = {
				trait = Silent_Bow
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Silent_Bow
				trait = Diamond_Dagger
			}
			AND = {
				trait = Silent_Bow
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Silent_Bow
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Silent_Bow
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Silent_Bow
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Silent_Bow
				trait = Steel_Hammer
			}
			AND = {
				trait = Silent_Bow
				trait = Mithril_Hammer
			}
			AND = {
				trait = Silent_Bow
				trait = Dragon_Hammer
			}
			AND = {
				trait = Silent_Bow
				trait = Oak_Staff
			}
			AND = {
				trait = Silent_Bow
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Silent_Bow
				trait = White_Staff
			}
			AND = {
				trait = Silent_Bow
				trait = Dark_Staff
			}
			AND = {
				trait = Master_Blades
				trait = Master_Bow
			}
			AND = {
				trait = Master_Blades
				trait = Ruby_Dagger
			}
			AND = {
				trait = Master_Blades
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Master_Blades
				trait = Emerald_Dagger
			}
			AND = {
				trait = Master_Blades
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Master_Blades
				trait = Diamond_Dagger
			}
			AND = {
				trait = Master_Blades
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Master_Blades
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Master_Blades
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Master_Blades
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Master_Blades
				trait = Steel_Hammer
			}
			AND = {
				trait = Master_Blades
				trait = Mithril_Hammer
			}
			AND = {
				trait = Master_Blades
				trait = Dragon_Hammer
			}
			AND = {
				trait = Master_Blades
				trait = Oak_Staff
			}
			AND = {
				trait = Master_Blades
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Master_Blades
				trait = White_Staff
			}
			AND = {
				trait = Master_Blades
				trait = Dark_Staff
			}
			AND = {
				trait = Master_Bow
				trait = Ruby_Dagger
			}
			AND = {
				trait = Master_Bow
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Master_Bow
				trait = Emerald_Dagger
			}
			AND = {
				trait = Master_Bow
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Master_Bow
				trait = Diamond_Dagger
			}
			AND = {
				trait = Master_Bow
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Master_Bow
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Master_Bow
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Master_Bow
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Master_Bow
				trait = Steel_Hammer
			}
			AND = {
				trait = Master_Bow
				trait = Mithril_Hammer
			}
			AND = {
				trait = Master_Bow
				trait = Dragon_Hammer
			}
			AND = {
				trait = Master_Bow
				trait = Oak_Staff
			}
			AND = {
				trait = Master_Bow
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Master_Bow
				trait = White_Staff
			}
			AND = {
				trait = Master_Bow
				trait = Dark_Staff
			}
			AND = {
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
			}
			AND = {
				trait = Ruby_Dagger
				trait = Emerald_Dagger
			}
			AND = {
				trait = Ruby_Dagger
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Ruby_Dagger
				trait = Diamond_Dagger
			}
			AND = {
				trait = Ruby_Dagger
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Ruby_Dagger
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Ruby_Dagger
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Ruby_Dagger
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Ruby_Dagger
				trait = Steel_Hammer
			}
			AND = {
				trait = Ruby_Dagger
				trait = Mithril_Hammer
			}
			AND = {
				trait = Ruby_Dagger
				trait = Dragon_Hammer
			}
			AND = {
				trait = Ruby_Dagger
				trait = Oak_Staff
			}
			AND = {
				trait = Ruby_Dagger
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Ruby_Dagger
				trait = White_Staff
			}
			AND = {
				trait = Ruby_Dagger
				trait = Dark_Staff
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Diamond_Dagger
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Steel_Hammer
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Mithril_Hammer
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Dragon_Hammer
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Oak_Staff
			}
			AND = {
				trait = Ruby_Bracelet
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Ruby_Bracelet
				trait = White_Staff
			}
			AND = {
				trait = Ruby_Bracelet
				trait = Dark_Staff
			}
			AND = {
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
			}
			AND = {
				trait = Emerald_Dagger
				trait = Diamond_Dagger
			}
			AND = {
				trait = Emerald_Dagger
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Emerald_Dagger
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Emerald_Dagger
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Emerald_Dagger
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Emerald_Dagger
				trait = Steel_Hammer
			}
			AND = {
				trait = Emerald_Dagger
				trait = Mithril_Hammer
			}
			AND = {
				trait = Emerald_Dagger
				trait = Dragon_Hammer
			}
			AND = {
				trait = Emerald_Dagger
				trait = Oak_Staff
			}
			AND = {
				trait = Emerald_Dagger
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Emerald_Dagger
				trait = White_Staff
			}
			AND = {
				trait = Emerald_Dagger
				trait = Dark_Staff
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Steel_Hammer
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Mithril_Hammer
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Dragon_Hammer
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Oak_Staff
			}
			AND = {
				trait = Emerald_Bracelet
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Emerald_Bracelet
				trait = White_Staff
			}
			AND = {
				trait = Emerald_Bracelet
				trait = Dark_Staff
			}
			AND = {
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
			}
			AND = {
				trait = Diamond_Dagger
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Diamond_Dagger
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Diamond_Dagger
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Diamond_Dagger
				trait = Steel_Hammer
			}
			AND = {
				trait = Diamond_Dagger
				trait = Mithril_Hammer
			}
			AND = {
				trait = Diamond_Dagger
				trait = Dragon_Hammer
			}
			AND = {
				trait = Diamond_Dagger
				trait = Oak_Staff
			}
			AND = {
				trait = Diamond_Dagger
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Diamond_Dagger
				trait = White_Staff
			}
			AND = {
				trait = Diamond_Dagger
				trait = Dark_Staff
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Steel_Hammer
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Mithril_Hammer
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Dragon_Hammer
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Oak_Staff
			}
			AND = {
				trait = Diamond_Bracelet
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Diamond_Bracelet
				trait = White_Staff
			}
			AND = {
				trait = Diamond_Bracelet
				trait = Dark_Staff
			}
			AND = {
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
			}
			AND = {
				trait = Steel_Pickaxe
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Steel_Pickaxe
				trait = Steel_Hammer
			}
			AND = {
				trait = Steel_Pickaxe
				trait = Mithril_Hammer
			}
			AND = {
				trait = Steel_Pickaxe
				trait = Dragon_Hammer
			}
			AND = {
				trait = Steel_Pickaxe
				trait = Oak_Staff
			}
			AND = {
				trait = Steel_Pickaxe
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Steel_Pickaxe
				trait = White_Staff
			}
			AND = {
				trait = Steel_Pickaxe
				trait = Dark_Staff
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = Steel_Hammer
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = Mithril_Hammer
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = Dragon_Hammer
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = Oak_Staff
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = White_Staff
			}
			AND = {
				trait = Mithril_Pickaxe
				trait = Dark_Staff
			}
			AND = {
				trait = Dragon_Pickaxe
				trait = Steel_Hammer
			}
			AND = {
				trait = Dragon_Pickaxe
				trait = Mithril_Hammer
			}
			AND = {
				trait = Dragon_Pickaxe
				trait = Dragon_Hammer
			}
			AND = {
				trait = Dragon_Pickaxe
				trait = Oak_Staff
			}
			AND = {
				trait = Dragon_Pickaxe
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Dragon_Pickaxe
				trait = White_Staff
			}
			AND = {
				trait = Dragon_Pickaxe
				trait = Dark_Staff
			}
			AND = {
				trait = Steel_Hammer
				trait = Mithril_Hammer
			}
			AND = {
				trait = Steel_Hammer
				trait = Dragon_Hammer
			}
			AND = {
				trait = Steel_Hammer
				trait = Oak_Staff
			}
			AND = {
				trait = Steel_Hammer
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Steel_Hammer
				trait = White_Staff
			}
			AND = {
				trait = Steel_Hammer
				trait = Dark_Staff
			}
			AND = {
				trait = Mithril_Hammer
				trait = Dragon_Hammer
			}
			AND = {
				trait = Mithril_Hammer
				trait = Oak_Staff
			}
			AND = {
				trait = Mithril_Hammer
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Mithril_Hammer
				trait = White_Staff
			}
			AND = {
				trait = Mithril_Hammer
				trait = Dark_Staff
			}
			AND = {
				trait = Dragon_Hammer
				trait = Oak_Staff
			}
			AND = {
				trait = Dragon_Hammer
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Dragon_Hammer
				trait = White_Staff
			}
			AND = {
				trait = Dragon_Hammer
				trait = Dark_Staff
			}
			AND = {
				trait = Oak_Staff
				trait = ElvenWood_Staff
			}
			AND = {
				trait = Oak_Staff
				trait = White_Staff
			}
			AND = {
				trait = Oak_Staff
				trait = Dark_Staff
			}
			AND = {
				trait = ElvenWood_Staff
				trait = White_Staff
			}
			AND = {
				trait = ElvenWood_Staff
				trait = Dark_Staff
			}
			AND = {
				trait = White_Staff
				trait = Dark_Staff
			}
		}
	}
		option = {
		name = EVTOPTAequip.004
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Iron_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Steel_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Silver_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Gold_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Mithril_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Elven_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Dragon_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Light_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Dark_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Infinity_Sword
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Ass_Blades
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Ass_Bow
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Silent_Blades
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Silent_Bow
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Master_Blades
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Master_Bow
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Steel_Hammer
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Oak_Staff
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = White_Staff
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Bronze_Sword
				trait = Dark_Staff
			}
			remove_trait = Bronze_Sword
			wealth = 40
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Steel_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Silver_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Gold_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Mithril_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Elven_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Dragon_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Light_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Dark_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Infinity_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Ass_Blades
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Ass_Bow
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Silent_Blades
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Silent_Bow
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Master_Blades
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Master_Bow
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Steel_Hammer
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Oak_Staff
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = White_Staff
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Dark_Staff
			}
			remove_trait = Iron_Sword
			wealth = 70
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Silver_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Gold_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Mithril_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Elven_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Dragon_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Light_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Dark_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Infinity_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Ass_Blades
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Ass_Bow
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Silent_Blades
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Silent_Bow
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Master_Blades
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Master_Bow
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Steel_Hammer
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Oak_Staff
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = White_Staff
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Dark_Staff
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Gold_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Mithril_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Elven_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Dragon_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Light_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Dark_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Infinity_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Ass_Blades
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Ass_Bow
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Silent_Blades
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Silent_Bow
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Master_Blades
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Master_Bow
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Steel_Hammer
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Oak_Staff
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = White_Staff
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Dark_Staff
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Mithril_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Elven_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Dragon_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Light_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Dark_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Infinity_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Ass_Blades
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Ass_Bow
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Silent_Blades
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Silent_Bow
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Master_Blades
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Master_Bow
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Steel_Hammer
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Oak_Staff
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = White_Staff
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Dark_Staff
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Elven_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Dragon_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Light_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Dark_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Infinity_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Ass_Blades
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Ass_Bow
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Silent_Blades
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Silent_Bow
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Master_Blades
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Master_Bow
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Steel_Hammer
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Oak_Staff
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = White_Staff
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Dark_Staff
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Dragon_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Light_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Dark_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Infinity_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Ass_Blades
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Ass_Bow
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Silent_Blades
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Silent_Bow
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Master_Blades
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Master_Bow
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Steel_Hammer
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Oak_Staff
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = White_Staff
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Dark_Staff
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Light_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Dark_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Infinity_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Ass_Blades
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Ass_Bow
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Silent_Blades
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Silent_Bow
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Master_Blades
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Master_Bow
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Steel_Hammer
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Oak_Staff
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = White_Staff
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Dark_Staff
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Dark_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Infinity_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Ass_Blades
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Ass_Bow
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Silent_Blades
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Silent_Bow
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Master_Blades
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Master_Bow
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Steel_Hammer
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Oak_Staff
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = White_Staff
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Dark_Staff
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Infinity_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Ass_Blades
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Ass_Bow
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Silent_Blades
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Silent_Bow
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Master_Blades
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Master_Bow
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Steel_Hammer
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Oak_Staff
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = White_Staff
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Dark_Staff
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Ass_Blades
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Ass_Bow
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Silent_Blades
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Silent_Bow
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Master_Blades
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Master_Bow
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Ruby_Dagger
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Ruby_Bracelet
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Emerald_Dagger
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Emerald_Bracelet
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Diamond_Dagger
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Diamond_Bracelet
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Steel_Pickaxe
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Mithril_Pickaxe
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Dragon_Pickaxe
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Steel_Hammer
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Mithril_Hammer
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Dragon_Hammer
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Oak_Staff
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = ElvenWood_Staff
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = White_Staff
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Dark_Staff
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Ass_Bow
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Silent_Blades
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Silent_Bow
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Master_Blades
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Master_Bow
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Ruby_Dagger
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Ruby_Bracelet
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Emerald_Dagger
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Emerald_Bracelet
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Diamond_Dagger
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Diamond_Bracelet
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Steel_Pickaxe
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Mithril_Pickaxe
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Dragon_Pickaxe
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Steel_Hammer
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Mithril_Hammer
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Dragon_Hammer
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Oak_Staff
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = ElvenWood_Staff
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = White_Staff
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Dark_Staff
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Silent_Blades
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Silent_Bow
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Master_Blades
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Master_Bow
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Ruby_Dagger
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Ruby_Bracelet
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Emerald_Dagger
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Emerald_Bracelet
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Diamond_Dagger
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Diamond_Bracelet
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Steel_Pickaxe
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Mithril_Pickaxe
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Dragon_Pickaxe
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Steel_Hammer
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Mithril_Hammer
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Dragon_Hammer
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Oak_Staff
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = ElvenWood_Staff
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = White_Staff
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Dark_Staff
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Silent_Bow
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Master_Blades
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Master_Bow
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Ruby_Dagger
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Ruby_Bracelet
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Emerald_Dagger
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Emerald_Bracelet
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Diamond_Dagger
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Diamond_Bracelet
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Steel_Pickaxe
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Mithril_Pickaxe
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Dragon_Pickaxe
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Steel_Hammer
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Mithril_Hammer
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Dragon_Hammer
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Oak_Staff
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = ElvenWood_Staff
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = White_Staff
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Dark_Staff
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Master_Blades
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Master_Bow
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Ruby_Dagger
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Ruby_Bracelet
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Emerald_Dagger
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Emerald_Bracelet
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Diamond_Dagger
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Diamond_Bracelet
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Steel_Pickaxe
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Mithril_Pickaxe
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Dragon_Pickaxe
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Steel_Hammer
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Mithril_Hammer
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Dragon_Hammer
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Oak_Staff
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = ElvenWood_Staff
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = White_Staff
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Dark_Staff
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Master_Bow
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Ruby_Dagger
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Ruby_Bracelet
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Emerald_Dagger
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Emerald_Bracelet
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Diamond_Dagger
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Diamond_Bracelet
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Steel_Pickaxe
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Mithril_Pickaxe
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Dragon_Pickaxe
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Steel_Hammer
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Mithril_Hammer
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Dragon_Hammer
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Oak_Staff
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = ElvenWood_Staff
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = White_Staff
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Dark_Staff
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Ruby_Dagger
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Ruby_Bracelet
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Emerald_Dagger
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Emerald_Bracelet
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Diamond_Dagger
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Diamond_Bracelet
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Steel_Pickaxe
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Mithril_Pickaxe
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Dragon_Pickaxe
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Steel_Hammer
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Mithril_Hammer
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Dragon_Hammer
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Oak_Staff
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = ElvenWood_Staff
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = White_Staff
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Dark_Staff
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Emerald_Dagger
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Emerald_Bracelet
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Diamond_Dagger
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Diamond_Bracelet
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Steel_Pickaxe
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Mithril_Pickaxe
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Dragon_Pickaxe
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Steel_Hammer
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Mithril_Hammer
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Dragon_Hammer
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Oak_Staff
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = ElvenWood_Staff
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = White_Staff
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Dark_Staff
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Emerald_Bracelet
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Diamond_Dagger
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Diamond_Bracelet
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Steel_Pickaxe
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Mithril_Pickaxe
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Dragon_Pickaxe
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Steel_Hammer
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Mithril_Hammer
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Dragon_Hammer
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Oak_Staff
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = ElvenWood_Staff
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = White_Staff
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Dark_Staff
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Diamond_Dagger
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Diamond_Bracelet
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Steel_Pickaxe
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Mithril_Pickaxe
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Dragon_Pickaxe
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Steel_Hammer
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Mithril_Hammer
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Dragon_Hammer
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Oak_Staff
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = ElvenWood_Staff
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = White_Staff
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Dark_Staff
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Diamond_Bracelet
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Steel_Pickaxe
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Mithril_Pickaxe
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Dragon_Pickaxe
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Steel_Hammer
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Mithril_Hammer
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Dragon_Hammer
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Oak_Staff
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = ElvenWood_Staff
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = White_Staff
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Dark_Staff
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Steel_Pickaxe
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Mithril_Pickaxe
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Dragon_Pickaxe
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Steel_Hammer
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Mithril_Hammer
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Dragon_Hammer
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Oak_Staff
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = ElvenWood_Staff
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = White_Staff
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Dark_Staff
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Mithril_Pickaxe
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Dragon_Pickaxe
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Steel_Hammer
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Mithril_Hammer
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Dragon_Hammer
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Oak_Staff
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = ElvenWood_Staff
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = White_Staff
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Dark_Staff
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Dragon_Pickaxe
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Steel_Hammer
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Mithril_Hammer
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Dragon_Hammer
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Oak_Staff
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = ElvenWood_Staff
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = White_Staff
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Dark_Staff
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Steel_Hammer
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Mithril_Hammer
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Dragon_Hammer
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Oak_Staff
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = ElvenWood_Staff
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = White_Staff
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Dark_Staff
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Steel_Hammer
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Mithril_Hammer
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Dragon_Hammer
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Oak_Staff
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = ElvenWood_Staff
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = White_Staff
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Dark_Staff
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Mithril_Hammer
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Dragon_Hammer
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Oak_Staff
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = ElvenWood_Staff
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = White_Staff
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Dark_Staff
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Dragon_Hammer
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Oak_Staff
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = ElvenWood_Staff
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = White_Staff
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Dark_Staff
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Oak_Staff
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = ElvenWood_Staff
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = White_Staff
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Dark_Staff
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = ElvenWood_Staff
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = White_Staff
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Dark_Staff
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = White_Staff
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Dark_Staff
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Dark_Staff
			}
			remove_trait = White_Staff
			wealth = 2029
		}
	}
		option = {
		name = EVTOPTBequip.004
		if = {
			limit = {
				trait = Dark_Staff
				trait = White_Staff
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = ElvenWood_Staff
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Oak_Staff
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Dragon_Hammer
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Mithril_Hammer
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Steel_Hammer
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Dragon_Pickaxe
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Mithril_Pickaxe
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Steel_Pickaxe
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Diamond_Bracelet
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Diamond_Dagger
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Emerald_Bracelet
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Emerald_Dagger
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Ruby_Bracelet
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Ruby_Dagger
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Master_Bow
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Master_Blades
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Silent_Bow
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Silent_Blades
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Ass_Bow
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Ass_Blades
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Infinity_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Dark_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Light_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Dragon_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Elven_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Mithril_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Gold_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Silver_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Steel_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Iron_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = Bronze_Sword
			}
			remove_trait = Dark_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = ElvenWood_Staff
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Oak_Staff
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Dragon_Hammer
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Mithril_Hammer
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Steel_Hammer
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Dragon_Pickaxe
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Mithril_Pickaxe
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Steel_Pickaxe
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Diamond_Bracelet
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Diamond_Dagger
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Emerald_Bracelet
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Emerald_Dagger
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Ruby_Bracelet
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Ruby_Dagger
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Master_Bow
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Master_Blades
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Silent_Bow
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Silent_Blades
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Ass_Bow
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Ass_Blades
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Infinity_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Dark_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Light_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Dragon_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Elven_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Mithril_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Gold_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Silver_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Steel_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Iron_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = White_Staff
				trait = Bronze_Sword
			}
			remove_trait = White_Staff
			wealth = 2029
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Oak_Staff
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Dragon_Hammer
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Mithril_Hammer
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Steel_Hammer
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Dragon_Pickaxe
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Mithril_Pickaxe
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Steel_Pickaxe
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Diamond_Bracelet
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Diamond_Dagger
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Emerald_Bracelet
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Emerald_Dagger
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Ruby_Bracelet
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Ruby_Dagger
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Master_Bow
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Master_Blades
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Silent_Bow
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Silent_Blades
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Ass_Bow
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Ass_Blades
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Infinity_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Dark_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Light_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Dragon_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Elven_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Mithril_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Gold_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Silver_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Steel_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Iron_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = ElvenWood_Staff
				trait = Bronze_Sword
			}
			remove_trait = ElvenWood_Staff
			wealth = 662
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Dragon_Hammer
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Mithril_Hammer
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Steel_Hammer
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Dragon_Pickaxe
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Mithril_Pickaxe
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Steel_Pickaxe
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Diamond_Bracelet
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Diamond_Dagger
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Emerald_Bracelet
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Emerald_Dagger
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Ruby_Bracelet
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Ruby_Dagger
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Master_Bow
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Master_Blades
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Silent_Bow
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Silent_Blades
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Ass_Bow
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Ass_Blades
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Infinity_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Dark_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Light_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Dragon_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Elven_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Mithril_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Gold_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Silver_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Steel_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Iron_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Oak_Staff
				trait = Bronze_Sword
			}
			remove_trait = Oak_Staff
			wealth = 216
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Mithril_Hammer
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Steel_Hammer
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Dragon_Pickaxe
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Mithril_Pickaxe
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Steel_Pickaxe
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Diamond_Bracelet
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Diamond_Dagger
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Emerald_Bracelet
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Emerald_Dagger
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Ruby_Bracelet
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Ruby_Dagger
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Master_Bow
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Master_Blades
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Silent_Bow
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Silent_Blades
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Ass_Bow
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Ass_Blades
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Infinity_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Dark_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Light_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Dragon_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Elven_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Mithril_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Gold_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Silver_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Steel_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Iron_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Hammer
				trait = Bronze_Sword
			}
			remove_trait = Dragon_Hammer
			wealth = 2029
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Steel_Hammer
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Dragon_Pickaxe
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Mithril_Pickaxe
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Steel_Pickaxe
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Diamond_Bracelet
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Diamond_Dagger
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Emerald_Bracelet
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Emerald_Dagger
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Ruby_Bracelet
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Ruby_Dagger
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Master_Bow
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Master_Blades
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Silent_Bow
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Silent_Blades
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Ass_Bow
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Ass_Blades
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Infinity_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Dark_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Light_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Dragon_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Elven_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Mithril_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Gold_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Silver_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Steel_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Iron_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Hammer
				trait = Bronze_Sword
			}
			remove_trait = Mithril_Hammer
			wealth = 662
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Dragon_Pickaxe
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Mithril_Pickaxe
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Steel_Pickaxe
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Diamond_Bracelet
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Diamond_Dagger
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Emerald_Bracelet
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Emerald_Dagger
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Ruby_Bracelet
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Ruby_Dagger
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Master_Bow
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Master_Blades
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Silent_Bow
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Silent_Blades
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Ass_Bow
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Ass_Blades
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Infinity_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Dark_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Light_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Dragon_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Elven_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Mithril_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Gold_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Silver_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Steel_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Iron_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Hammer
				trait = Bronze_Sword
			}
			remove_trait = Steel_Hammer
			wealth = 216
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Mithril_Pickaxe
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Steel_Pickaxe
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Diamond_Bracelet
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Diamond_Dagger
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Emerald_Bracelet
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Emerald_Dagger
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Ruby_Bracelet
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Ruby_Dagger
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Master_Bow
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Master_Blades
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Silent_Bow
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Silent_Blades
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Ass_Bow
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Ass_Blades
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Infinity_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Dark_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Light_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Dragon_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Elven_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Mithril_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Gold_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Silver_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Steel_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Iron_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Pickaxe
				trait = Bronze_Sword
			}
			remove_trait = Dragon_Pickaxe
			wealth = 2029
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Steel_Pickaxe
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Diamond_Bracelet
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Diamond_Dagger
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Emerald_Bracelet
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Emerald_Dagger
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Ruby_Bracelet
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Ruby_Dagger
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Master_Bow
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Master_Blades
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Silent_Bow
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Silent_Blades
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Ass_Bow
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Ass_Blades
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Infinity_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Dark_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Light_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Dragon_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Elven_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Mithril_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Gold_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Silver_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Steel_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Iron_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Pickaxe
				trait = Bronze_Sword
			}
			remove_trait = Mithril_Pickaxe
			wealth = 662
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Diamond_Bracelet
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Diamond_Dagger
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Emerald_Bracelet
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Emerald_Dagger
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Ruby_Bracelet
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Ruby_Dagger
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Master_Bow
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Master_Blades
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Silent_Bow
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Silent_Blades
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Ass_Bow
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Ass_Blades
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Infinity_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Dark_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Light_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Dragon_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Elven_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Mithril_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Gold_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Silver_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Steel_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Iron_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Pickaxe
				trait = Bronze_Sword
			}
			remove_trait = Steel_Pickaxe
			wealth = 216
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Diamond_Dagger
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Emerald_Bracelet
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Emerald_Dagger
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Ruby_Bracelet
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Ruby_Dagger
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Master_Bow
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Master_Blades
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Silent_Bow
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Silent_Blades
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Ass_Bow
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Ass_Blades
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Infinity_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Dark_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Light_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Dragon_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Elven_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Mithril_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Gold_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Silver_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Steel_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Iron_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Bracelet
				trait = Bronze_Sword
			}
			remove_trait = Diamond_Bracelet
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Emerald_Bracelet
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Emerald_Dagger
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Ruby_Bracelet
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Ruby_Dagger
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Master_Bow
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Master_Blades
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Silent_Bow
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Silent_Blades
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Ass_Bow
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Ass_Blades
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Infinity_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Dark_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Light_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Dragon_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Elven_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Mithril_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Gold_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Silver_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Steel_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Iron_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Diamond_Dagger
				trait = Bronze_Sword
			}
			remove_trait = Diamond_Dagger
			wealth = 2029
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Emerald_Dagger
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Ruby_Bracelet
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Ruby_Dagger
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Master_Bow
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Master_Blades
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Silent_Bow
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Silent_Blades
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Ass_Bow
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Ass_Blades
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Infinity_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Dark_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Light_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Dragon_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Elven_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Mithril_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Gold_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Silver_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Steel_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Iron_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Bracelet
				trait = Bronze_Sword
			}
			remove_trait = Emerald_Bracelet
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Ruby_Bracelet
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Ruby_Dagger
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Master_Bow
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Master_Blades
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Silent_Bow
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Silent_Blades
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Ass_Bow
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Ass_Blades
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Infinity_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Dark_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Light_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Dragon_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Elven_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Mithril_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Gold_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Silver_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Steel_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Iron_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Emerald_Dagger
				trait = Bronze_Sword
			}
			remove_trait = Emerald_Dagger
			wealth = 662
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Ruby_Dagger
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Master_Bow
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Master_Blades
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Silent_Bow
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Silent_Blades
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Ass_Bow
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Ass_Blades
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Infinity_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Dark_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Light_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Dragon_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Elven_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Mithril_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Gold_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Silver_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Steel_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Iron_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Bracelet
				trait = Bronze_Sword
			}
			remove_trait = Ruby_Bracelet
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Master_Bow
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Master_Blades
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Silent_Bow
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Silent_Blades
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Ass_Bow
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Ass_Blades
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Infinity_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Dark_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Light_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Dragon_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Elven_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Mithril_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Gold_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Silver_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Steel_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Iron_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Ruby_Dagger
				trait = Bronze_Sword
			}
			remove_trait = Ruby_Dagger
			wealth = 216
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Master_Blades
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Silent_Bow
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Silent_Blades
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Ass_Bow
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Ass_Blades
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Infinity_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Dark_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Light_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Dragon_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Elven_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Mithril_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Gold_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Silver_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Steel_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Iron_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Bow
				trait = Bronze_Sword
			}
			remove_trait = Master_Bow
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Silent_Bow
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Silent_Blades
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Ass_Bow
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Ass_Blades
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Infinity_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Dark_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Light_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Dragon_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Elven_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Mithril_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Gold_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Silver_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Steel_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Iron_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Master_Blades
				trait = Bronze_Sword
			}
			remove_trait = Master_Blades
			wealth = 2029
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Silent_Blades
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Ass_Bow
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Ass_Blades
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Infinity_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Dark_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Light_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Dragon_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Elven_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Mithril_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Gold_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Silver_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Steel_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Iron_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Bow
				trait = Bronze_Sword
			}
			remove_trait = Silent_Bow
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Ass_Bow
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Ass_Blades
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Infinity_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Dark_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Light_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Dragon_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Elven_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Mithril_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Gold_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Silver_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Steel_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Iron_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Silent_Blades
				trait = Bronze_Sword
			}
			remove_trait = Silent_Blades
			wealth = 662
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Ass_Blades
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Infinity_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Dark_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Light_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Dragon_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Elven_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Mithril_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Gold_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Silver_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Steel_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Iron_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Bow
				trait = Bronze_Sword
			}
			remove_trait = Ass_Bow
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Infinity_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Dark_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Light_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Dragon_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Elven_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Mithril_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Gold_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Silver_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Steel_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Iron_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Ass_Blades
				trait = Bronze_Sword
			}
			remove_trait = Ass_Blades
			wealth = 216
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Dark_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Light_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Dragon_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Elven_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Mithril_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Gold_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Silver_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Steel_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Iron_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Infinity_Sword
				trait = Bronze_Sword
			}
			remove_trait = Infinity_Sword
			wealth = 6214
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Light_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Dragon_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Elven_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Mithril_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Gold_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Silver_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Steel_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Iron_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Bronze_Sword
			}
			remove_trait = Dark_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Dragon_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Elven_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Mithril_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Gold_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Silver_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Steel_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Iron_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Light_Sword
				trait = Bronze_Sword
			}
			remove_trait = Light_Sword
			wealth = 3550
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Elven_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Mithril_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Gold_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Silver_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Steel_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Iron_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Dragon_Sword
				trait = Bronze_Sword
			}
			remove_trait = Dragon_Sword
			wealth = 2029
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Mithril_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Gold_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Silver_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Steel_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Iron_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Elven_Sword
				trait = Bronze_Sword
			}
			remove_trait = Elven_Sword
			wealth = 1159
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Gold_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Silver_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Steel_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Iron_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Mithril_Sword
				trait = Bronze_Sword
			}
			remove_trait = Mithril_Sword
			wealth = 662
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Silver_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Steel_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Iron_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Gold_Sword
				trait = Bronze_Sword
			}
			remove_trait = Gold_Sword
			wealth = 378
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Steel_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Iron_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Silver_Sword
				trait = Bronze_Sword
			}
			remove_trait = Silver_Sword
			wealth = 216
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Iron_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Steel_Sword
				trait = Bronze_Sword
			}
			remove_trait = Steel_Sword
			wealth = 123
		}
		if = {
			limit = {
				trait = Iron_Sword
				trait = Bronze_Sword
			}
			remove_trait = Iron_Sword
			wealth = 70
		}			
	}
		option = {
		name = EVTOPTCequip.004
		trigger = {
			OR = {
				AND = {
					trait = Dark_Staff
					trait = White_Staff
				}
				AND = {
					trait = Dark_Sword
					trait = Light_Sword
				}
			}
		}
		if = {
			limit = {
				trait = Dark_Staff
				trait = White_Staff
			}
			remove_trait = Dark_Staff
			remove_trait = White_Staff
			add_trait = Infinity_Stone_3
		}
		if = {
			limit = {
				trait = Dark_Sword
				trait = Light_Sword
			}
			remove_trait = Dark_Sword
			remove_trait = Light_Sword
			add_trait = Infinity_Stone_4
		}
	}
}
character_event = {   
	id = "equip.005"
	hide_window = yes
	trigger = {
		OR = {
			trait = Bronze_Sword
			trait = Iron_Sword
			trait = Steel_Sword
			trait = Silver_Sword
			trait = Gold_Sword
			trait = Mithril_Sword
			trait = Elven_Sword
			trait = Dragon_Sword
			trait = Light_Sword
			trait = Dark_Sword
			trait = Infinity_Sword
			trait = Ass_Blades
			trait = Ass_Bow
			trait = Silent_Blades
			trait = Silent_Bow
			trait = Master_Blades
			trait = Master_Bow
			trait = Ruby_Dagger
			trait = Ruby_Bracelet
			trait = Emerald_Dagger
			trait = Emerald_Bracelet
			trait = Diamond_Dagger
			trait = Diamond_Bracelet
			trait = Steel_Pickaxe
			trait = Mithril_Pickaxe
			trait = Dragon_Pickaxe
			trait = Steel_Hammer
			trait = Mithril_Hammer
			trait = Dragon_Hammer
			trait = Oak_Staff
			trait = ElvenWood_Staff
			trait = White_Staff
			trait = Dark_Staff
		}
	}
	immediate = {
		remove_trait = No_Sword
	}
}
character_event = {   
	id = "equip.006"
	hide_window = yes
	trigger = {
		OR = {
			trait = Bronze_Set
			trait = Iron_Set
			trait = Steel_Set
			trait = Silver_Set
			trait = Gold_Set
			trait = Mithril_Set
			trait = Elven_Set
			trait = Dragon_Set
			trait = Light_Set
			trait = Dark_Set
			trait = Infinity_Set
			trait = Ass_Cloak
			trait = Silent_Cloak
			trait = Master_Cloak
			trait = Ruby_Crown
			trait = Emerald_Crown
			trait = Diamond_Crown
			trait = Steel_Chainmail
			trait = Mithril_Chainmail
			trait = Dragon_Chainmail
			trait = Basic_Robes
			trait = Elven_Robes
			trait = White_Robes
			trait = Dark_Robes
		}
	}
	immediate = {
		remove_trait = No_Set
	}
}
character_event = {   
	id = "equip.008"
	desc = "EVTDESCequip.008"
	picture = GFX_evt_fan_market
	border = GFX_event_normal_frame_economy
	trigger = {
		OR = {
			AND = {
				trait = Bronze_Set
				trait = Iron_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Steel_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Silver_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Gold_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Mithril_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Elven_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Dragon_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Light_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Dark_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Bronze_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Bronze_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Bronze_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Bronze_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Bronze_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Bronze_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Bronze_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Bronze_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Bronze_Set
				trait = White_Robes
			}
			AND = {
				trait = Bronze_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Iron_Set
				trait = Steel_Set
			}
			AND = {
				trait = Iron_Set
				trait = Silver_Set
			}
			AND = {
				trait = Iron_Set
				trait = Gold_Set
			}
			AND = {
				trait = Iron_Set
				trait = Mithril_Set
			}
			AND = {
				trait = Iron_Set
				trait = Elven_Set
			}
			AND = {
				trait = Iron_Set
				trait = Dragon_Set
			}
			AND = {
				trait = Iron_Set
				trait = Light_Set
			}
			AND = {
				trait = Iron_Set
				trait = Dark_Set
			}
			AND = {
				trait = Iron_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Iron_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Iron_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Iron_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Iron_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Iron_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Iron_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Iron_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Iron_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Iron_Set
				trait = White_Robes
			}
			AND = {
				trait = Iron_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Steel_Set
				trait = Silver_Set
			}
			AND = {
				trait = Steel_Set
				trait = Gold_Set
			}
			AND = {
				trait = Steel_Set
				trait = Mithril_Set
			}
			AND = {
				trait = Steel_Set
				trait = Elven_Set
			}
			AND = {
				trait = Steel_Set
				trait = Dragon_Set
			}
			AND = {
				trait = Steel_Set
				trait = Light_Set
			}
			AND = {
				trait = Steel_Set
				trait = Dark_Set
			}
			AND = {
				trait = Steel_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Steel_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Steel_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Steel_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Steel_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Steel_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Steel_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Steel_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Steel_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Steel_Set
				trait = White_Robes
			}
			AND = {
				trait = Steel_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Silver_Set
				trait = Gold_Set
			}
			AND = {
				trait = Silver_Set
				trait = Mithril_Set
			}
			AND = {
				trait = Silver_Set
				trait = Elven_Set
			}
			AND = {
				trait = Silver_Set
				trait = Dragon_Set
			}
			AND = {
				trait = Silver_Set
				trait = Light_Set
			}
			AND = {
				trait = Silver_Set
				trait = Dark_Set
			}
			AND = {
				trait = Silver_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Silver_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Silver_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Silver_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Silver_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Silver_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Silver_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Silver_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Silver_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Silver_Set
				trait = White_Robes
			}
			AND = {
				trait = Silver_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Gold_Set
				trait = Mithril_Set
			}
			AND = {
				trait = Gold_Set
				trait = Elven_Set
			}
			AND = {
				trait = Gold_Set
				trait = Dragon_Set
			}
			AND = {
				trait = Gold_Set
				trait = Light_Set
			}
			AND = {
				trait = Gold_Set
				trait = Dark_Set
			}
			AND = {
				trait = Gold_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Gold_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Gold_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Gold_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Gold_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Gold_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Gold_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Gold_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Gold_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Gold_Set
				trait = White_Robes
			}
			AND = {
				trait = Gold_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Mithril_Set
				trait = Elven_Set
			}
			AND = {
				trait = Mithril_Set
				trait = Dragon_Set
			}
			AND = {
				trait = Mithril_Set
				trait = Light_Set
			}
			AND = {
				trait = Mithril_Set
				trait = Dark_Set
			}
			AND = {
				trait = Mithril_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Mithril_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Mithril_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Mithril_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Mithril_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Mithril_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Mithril_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Mithril_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Mithril_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Mithril_Set
				trait = White_Robes
			}
			AND = {
				trait = Mithril_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Elven_Set
				trait = Dragon_Set
			}
			AND = {
				trait = Elven_Set
				trait = Light_Set
			}
			AND = {
				trait = Elven_Set
				trait = Dark_Set
			}
			AND = {
				trait = Elven_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Elven_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Elven_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Elven_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Elven_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Elven_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Elven_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Elven_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Elven_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Elven_Set
				trait = White_Robes
			}
			AND = {
				trait = Elven_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Dragon_Set
				trait = Light_Set
			}
			AND = {
				trait = Dragon_Set
				trait = Dark_Set
			}
			AND = {
				trait = Dragon_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Dragon_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Dragon_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Dragon_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Dragon_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Dragon_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Dragon_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Dragon_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Dragon_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Dragon_Set
				trait = White_Robes
			}
			AND = {
				trait = Dragon_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Light_Set
				trait = Dark_Set
			}
			AND = {
				trait = Light_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Light_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Light_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Light_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Light_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Light_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Light_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Light_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Light_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Light_Set
				trait = White_Robes
			}
			AND = {
				trait = Light_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Dark_Set
				trait = Infinity_Set
			}
			AND = {
				trait = Dark_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Dark_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Dark_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Dark_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Dark_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Dark_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Dark_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Dark_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Dark_Set
				trait = White_Robes
			}
			AND = {
				trait = Dark_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Infinity_Set
				trait = Ass_Cloak
			}
			AND = {
				trait = Infinity_Set
				trait = Silent_Cloak
			}
			AND = {
				trait = Infinity_Set
				trait = Master_Cloak
			}
			AND = {
				trait = Infinity_Set
				trait = Ruby_Crown
			}
			AND = {
				trait = Infinity_Set
				trait = Emerald_Crown
			}
			AND = {
				trait = Infinity_Set
				trait = Diamond_Crown
			}
			AND = {
				trait = Infinity_Set
				trait = Basic_Robes
			}
			AND = {
				trait = Infinity_Set
				trait = Elven_Robes
			}
			AND = {
				trait = Infinity_Set
				trait = White_Robes
			}
			AND = {
				trait = Infinity_Set
				trait = Dark_Robes
			}
			AND = {
				trait = Ass_Cloak
				trait = Silent_Cloak
			}
			AND = {
				trait = Ass_Cloak
				trait = Master_Cloak
			}
			AND = {
				trait = Ass_Cloak
				trait = Ruby_Crown
			}
			AND = {
				trait = Ass_Cloak
				trait = Emerald_Crown
			}
			AND = {
				trait = Ass_Cloak
				trait = Diamond_Crown
			}
			AND = {
				trait = Ass_Cloak
				trait = Basic_Robes
			}
			AND = {
				trait = Ass_Cloak
				trait = Elven_Robes
			}
			AND = {
				trait = Ass_Cloak
				trait = White_Robes
			}
			AND = {
				trait = Ass_Cloak
				trait = Dark_Robes
			}
			AND = {
				trait = Silent_Cloak
				trait = Master_Cloak
			}
			AND = {
				trait = Silent_Cloak
				trait = Ruby_Crown
			}
			AND = {
				trait = Silent_Cloak
				trait = Emerald_Crown
			}
			AND = {
				trait = Silent_Cloak
				trait = Diamond_Crown
			}
			AND = {
				trait = Silent_Cloak
				trait = Basic_Robes
			}
			AND = {
				trait = Silent_Cloak
				trait = Elven_Robes
			}
			AND = {
				trait = Silent_Cloak
				trait = White_Robes
			}
			AND = {
				trait = Silent_Cloak
				trait = Dark_Robes
			}
			AND = {
				trait = Master_Cloak
				trait = Ruby_Crown
			}
			AND = {
				trait = Master_Cloak
				trait = Emerald_Crown
			}
			AND = {
				trait = Master_Cloak
				trait = Diamond_Crown
			}
			AND = {
				trait = Master_Cloak
				trait = Basic_Robes
			}
			AND = {
				trait = Master_Cloak
				trait = Elven_Robes
			}
			AND = {
				trait = Master_Cloak
				trait = White_Robes
			}
			AND = {
				trait = Master_Cloak
				trait = Dark_Robes
			}
			AND = {
				trait = Ruby_Crown
				trait = Emerald_Crown
			}
			AND = {
				trait = Ruby_Crown
				trait = Diamond_Crown
			}
			AND = {
				trait = Ruby_Crown
				trait = Basic_Robes
			}
			AND = {
				trait = Ruby_Crown
				trait = Elven_Robes
			}
			AND = {
				trait = Ruby_Crown
				trait = White_Robes
			}
			AND = {
				trait = Ruby_Crown
				trait = Dark_Robes
			}
			AND = {
				trait = Emerald_Crown
				trait = Diamond_Crown
			}
			AND = {
				trait = Emerald_Crown
				trait = Basic_Robes
			}
			AND = {
				trait = Emerald_Crown
				trait = Elven_Robes
			}
			AND = {
				trait = Emerald_Crown
				trait = White_Robes
			}
			AND = {
				trait = Emerald_Crown
				trait = Dark_Robes
			}
			AND = {
				trait = Diamond_Crown
				trait = Basic_Robes
			}
			AND = {
				trait = Diamond_Crown
				trait = Elven_Robes
			}
			AND = {
				trait = Diamond_Crown
				trait = White_Robes
			}
			AND = {
				trait = Diamond_Crown
				trait = Dark_Robes
			}
			AND = {
				trait = Basic_Robes
				trait = Elven_Robes
			}
			AND = {
				trait = Basic_Robes
				trait = White_Robes
			}
			AND = {
				trait = Basic_Robes
				trait = Dark_Robes
			}
			AND = {
				trait = Elven_Robes
				trait = White_Robes
			}
			AND = {
				trait = Elven_Robes
				trait = Dark_Robes
			}
			AND = {
				trait = White_Robes
				trait = Dark_Robes
			}
		}
	}
		option = {
		name = EVTOPTAequip.008
		if = {
			limit = {
				trait = Bronze_Set
				trait = Iron_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Steel_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Silver_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Gold_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Mithril_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Elven_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Dragon_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Light_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Dark_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Infinity_Set
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Ass_Cloak
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Silent_Cloak
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Master_Cloak
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Ruby_Crown
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Emerald_Crown
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Diamond_Crown
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Basic_Robes
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Elven_Robes
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = White_Robes
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Bronze_Set
				trait = Dark_Robes
			}
			remove_trait = Bronze_Set
			wealth = 80
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Steel_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Silver_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Gold_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Mithril_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Elven_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Dragon_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Light_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Dark_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Infinity_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Ass_Cloak
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Silent_Cloak
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Master_Cloak
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Ruby_Crown
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Emerald_Crown
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Diamond_Crown
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Basic_Robes
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Elven_Robes
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = White_Robes
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Dark_Robes
			}
			remove_trait = Iron_Set
			wealth = 140
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Silver_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Gold_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Mithril_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Elven_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Dragon_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Light_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Dark_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Infinity_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Ass_Cloak
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Silent_Cloak
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Master_Cloak
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Ruby_Crown
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Emerald_Crown
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Diamond_Crown
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Basic_Robes
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Elven_Robes
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = White_Robes
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Dark_Robes
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Gold_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Mithril_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Elven_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Dragon_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Light_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Dark_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Infinity_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Ass_Cloak
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Silent_Cloak
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Master_Cloak
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Ruby_Crown
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Emerald_Crown
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Diamond_Crown
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Basic_Robes
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Elven_Robes
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = White_Robes
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Dark_Robes
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Mithril_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Elven_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Dragon_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Light_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Dark_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Infinity_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Ass_Cloak
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Silent_Cloak
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Master_Cloak
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Ruby_Crown
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Emerald_Crown
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Diamond_Crown
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Basic_Robes
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Elven_Robes
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = White_Robes
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Dark_Robes
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Elven_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Dragon_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Light_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Dark_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Infinity_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Ass_Cloak
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Silent_Cloak
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Master_Cloak
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Ruby_Crown
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Emerald_Crown
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Diamond_Crown
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Basic_Robes
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Elven_Robes
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = White_Robes
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Dark_Robes
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Dragon_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Light_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Dark_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Infinity_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Ass_Cloak
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Silent_Cloak
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Master_Cloak
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Ruby_Crown
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Emerald_Crown
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Diamond_Crown
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Basic_Robes
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Elven_Robes
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = White_Robes
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Dark_Robes
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Light_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Dark_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Infinity_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Ass_Cloak
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Silent_Cloak
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Master_Cloak
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Ruby_Crown
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Emerald_Crown
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Diamond_Crown
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Basic_Robes
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Elven_Robes
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = White_Robes
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Dark_Robes
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Dark_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Infinity_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Ass_Cloak
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Silent_Cloak
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Master_Cloak
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Ruby_Crown
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Emerald_Crown
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Diamond_Crown
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Basic_Robes
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Elven_Robes
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = White_Robes
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Dark_Robes
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Infinity_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Ass_Cloak
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Silent_Cloak
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Master_Cloak
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Ruby_Crown
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Emerald_Crown
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Diamond_Crown
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Basic_Robes
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Elven_Robes
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = White_Robes
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Dark_Robes
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Ass_Cloak
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Silent_Cloak
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Master_Cloak
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Ruby_Crown
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Emerald_Crown
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Diamond_Crown
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Basic_Robes
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Elven_Robes
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = White_Robes
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Dark_Robes
			}
			remove_trait = Infinity_Set
			wealth = 12324
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Silent_Cloak
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Master_Cloak
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Ruby_Crown
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Emerald_Crown
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Diamond_Crown
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Basic_Robes
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Elven_Robes
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = White_Robes
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Dark_Robes
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Master_Cloak
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Ruby_Crown
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Emerald_Crown
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Diamond_Crown
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Basic_Robes
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Elven_Robes
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = White_Robes
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Dark_Robes
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Ruby_Crown
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Emerald_Crown
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Diamond_Crown
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Basic_Robes
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Elven_Robes
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = White_Robes
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Dark_Robes
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Emerald_Crown
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Diamond_Crown
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Basic_Robes
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Elven_Robes
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = White_Robes
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Dark_Robes
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Diamond_Crown
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Basic_Robes
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Elven_Robes
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = White_Robes
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Dark_Robes
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Basic_Robes
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Elven_Robes
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = White_Robes
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Dark_Robes
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Elven_Robes
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = White_Robes
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Dark_Robes
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = White_Robes
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Dark_Robes
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Dark_Robes
			}
			remove_trait = White_Robes
			wealth = 4024
		}
	}
		option = {
		name = EVTOPTBequip.008
		if = {
			limit = {
				trait = Dark_Robes
				trait = White_Robes
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Elven_Robes
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Basic_Robes
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Diamond_Crown
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Emerald_Crown
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Ruby_Crown
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Master_Cloak
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Silent_Cloak
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Ass_Cloak
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Infinity_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Dark_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Light_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Dragon_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Elven_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Mithril_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Gold_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Silver_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Steel_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Iron_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = Bronze_Set
			}
			remove_trait = Dark_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Elven_Robes
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Basic_Robes
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Diamond_Crown
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Emerald_Crown
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Ruby_Crown
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Master_Cloak
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Silent_Cloak
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Ass_Cloak
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Infinity_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Dark_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Light_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Dragon_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Elven_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Mithril_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Gold_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Silver_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Steel_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Iron_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = White_Robes
				trait = Bronze_Set
			}
			remove_trait = White_Robes
			wealth = 4024
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Basic_Robes
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Diamond_Crown
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Emerald_Crown
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Ruby_Crown
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Master_Cloak
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Silent_Cloak
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Ass_Cloak
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Infinity_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Dark_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Light_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Dragon_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Elven_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Mithril_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Gold_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Silver_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Steel_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Iron_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Elven_Robes
				trait = Bronze_Set
			}
			remove_trait = Elven_Robes
			wealth = 1314
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Diamond_Crown
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Emerald_Crown
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Ruby_Crown
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Master_Cloak
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Silent_Cloak
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Ass_Cloak
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Infinity_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Dark_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Light_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Dragon_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Elven_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Mithril_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Gold_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Silver_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Steel_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Iron_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Basic_Robes
				trait = Bronze_Set
			}
			remove_trait = Basic_Robes
			wealth = 429
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Emerald_Crown
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Ruby_Crown
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Master_Cloak
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Silent_Cloak
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Ass_Cloak
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Infinity_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Dark_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Light_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Dragon_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Elven_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Mithril_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Gold_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Silver_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Steel_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Iron_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Diamond_Crown
				trait = Bronze_Set
			}
			remove_trait = Diamond_Crown
			wealth = 4024
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Ruby_Crown
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Master_Cloak
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Silent_Cloak
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Ass_Cloak
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Infinity_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Dark_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Light_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Dragon_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Elven_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Mithril_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Gold_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Silver_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Steel_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Iron_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Emerald_Crown
				trait = Bronze_Set
			}
			remove_trait = Emerald_Crown
			wealth = 1314
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Master_Cloak
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Silent_Cloak
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Ass_Cloak
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Infinity_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Dark_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Light_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Dragon_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Elven_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Mithril_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Gold_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Silver_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Steel_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Iron_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Ruby_Crown
				trait = Bronze_Set
			}
			remove_trait = Ruby_Crown
			wealth = 429
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Silent_Cloak
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Ass_Cloak
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Infinity_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Dark_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Light_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Dragon_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Elven_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Mithril_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Gold_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Silver_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Steel_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Iron_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Master_Cloak
				trait = Bronze_Set
			}
			remove_trait = Master_Cloak
			wealth = 4024
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Ass_Cloak
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Infinity_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Dark_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Light_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Dragon_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Elven_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Mithril_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Gold_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Silver_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Steel_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Iron_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Silent_Cloak
				trait = Bronze_Set
			}
			remove_trait = Silent_Cloak
			wealth = 1314
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Infinity_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Dark_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Light_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Dragon_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Elven_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Mithril_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Gold_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Silver_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Steel_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Iron_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Ass_Cloak
				trait = Bronze_Set
			}
			remove_trait = Ass_Cloak
			wealth = 429
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Dark_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Light_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Dragon_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Elven_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Mithril_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Gold_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Silver_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Steel_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Iron_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Infinity_Set
				trait = Bronze_Set
			}
			remove_trait = Infinity_Set
			wealth = 12325
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Light_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Dragon_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Elven_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Mithril_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Gold_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Silver_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Steel_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Iron_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Bronze_Set
			}
			remove_trait = Dark_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Dragon_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Elven_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Mithril_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Gold_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Silver_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Steel_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Iron_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Light_Set
				trait = Bronze_Set
			}
			remove_trait = Light_Set
			wealth = 7042
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Elven_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Mithril_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Gold_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Silver_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Steel_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Iron_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Dragon_Set
				trait = Bronze_Set
			}
			remove_trait = Dragon_Set
			wealth = 4024
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Mithril_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Gold_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Silver_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Steel_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Iron_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Elven_Set
				trait = Bronze_Set
			}
			remove_trait = Elven_Set
			wealth = 2299
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Gold_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Silver_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Steel_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Iron_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Mithril_Set
				trait = Bronze_Set
			}
			remove_trait = Mithril_Set
			wealth = 1314
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Silver_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Steel_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Iron_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Gold_Set
				trait = Bronze_Set
			}
			remove_trait = Gold_Set
			wealth = 750
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Steel_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Iron_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Silver_Set
				trait = Bronze_Set
			}
			remove_trait = Silver_Set
			wealth = 429
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Iron_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Steel_Set
				trait = Bronze_Set
			}
			remove_trait = Steel_Set
			wealth = 245
		}
		if = {
			limit = {
				trait = Iron_Set
				trait = Bronze_Set
			}
			remove_trait = Iron_Set
			wealth = 140
		}
	}
		option = {
		name = EVTOPTCequip.008
		trigger = {
			OR = {
				AND = {
					trait = Dark_Robes
					trait = White_Robes
				}
				AND = {
					trait = Dark_Set
					trait = Light_Set
				}
			}
		}
		if = {
			limit = {
				trait = Dark_Robes
				trait = White_Robes
			}
			remove_trait = Dark_Robes
			remove_trait = White_Robes
			add_trait = Infinity_Stone_1
		}
		if = {
			limit = {
				trait = Dark_Set
				trait = Light_Set
			}
			remove_trait = Dark_Set
			remove_trait = Light_Set
			add_trait = Infinity_Stone_2
		}
	}
}
character_event = {   
	id = "equip.009"
	desc = "EVTDESCequip.009"
	picture = GFX_evt_magestudy
	border = GFX_event_normal_frame_religion
	trigger = {
		OR = {
			AND = {
				trait = Book_Necro
				trait = Book_War
			}
			AND = {
				trait = Book_Necro
				trait = Book_Poison
			}
			AND = {
				trait = Book_Necro
				trait = Book_Immortal
			}
			AND = {
				trait = Book_Necro
				trait = Book_Defense
			}
			AND = {
				trait = Book_Necro
				trait = Book_Health
			}
			AND = {
				trait = Book_Necro
				trait = Book_Prestige
			}
			AND = {
				trait = Book_Necro
				trait = Book_Wealth
			}
			AND = {
				trait = Book_Necro
				trait = Book_Mana
			}
			AND = {
				trait = Book_War
				trait = Book_Poison
			}
			AND = {
				trait = Book_War
				trait = Book_Immortal
			}
			AND = {
				trait = Book_War
				trait = Book_Defense
			}
			AND = {
				trait = Book_War
				trait = Book_Health
			}
			AND = {
				trait = Book_War
				trait = Book_Prestige
			}
			AND = {
				trait = Book_War
				trait = Book_Wealth
			}
			AND = {
				trait = Book_War
				trait = Book_Mana
			}
			AND = {
				trait = Book_Poison
				trait = Book_Immortal
			}
			AND = {
				trait = Book_Poison
				trait = Book_Defense
			}
			AND = {
				trait = Book_Poison
				trait = Book_Health
			}
			AND = {
				trait = Book_Poison
				trait = Book_Prestige
			}
			AND = {
				trait = Book_Poison
				trait = Book_Wealth
			}
			AND = {
				trait = Book_Poison
				trait = Book_Mana
			}
			AND = {
				trait = Book_Immortal
				trait = Book_Defense
			}
			AND = {
				trait = Book_Immortal
				trait = Book_Health
			}
			AND = {
				trait = Book_Immortal
				trait = Book_Prestige
			}
			AND = {
				trait = Book_Immortal
				trait = Book_Wealth
			}
			AND = {
				trait = Book_Immortal
				trait = Book_Mana
			}
			AND = {
				trait = Book_Defense
				trait = Book_Health
			}
			AND = {
				trait = Book_Defense
				trait = Book_Prestige
			}
			AND = {
				trait = Book_Defense
				trait = Book_Wealth
			}
			AND = {
				trait = Book_Defense
				trait = Book_Mana
			}
			AND = {
				trait = Book_Health
				trait = Book_Prestige
			}
			AND = {
				trait = Book_Health
				trait = Book_Wealth
			}
			AND = {
				trait = Book_Health
				trait = Book_Mana
			}
			AND = {
				trait = Book_Prestige
				trait = Book_Wealth
			}
			AND = {
				trait = Book_Prestige
				trait = Book_Mana
			}
			AND = {
				trait = Book_Wealth
				trait = Book_Mana
			}
		}
	}
		option = {
		name = EVTOPTAequip.009
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_War
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_Poison
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_Immortal
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_Defense
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_Health
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_Prestige
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_Wealth
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_Necro
				trait = Book_Mana
			}
			remove_trait = Book_Necro
			set_character_flag = Book_Necro
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Poison
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Immortal
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Defense
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Health
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Prestige
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Wealth
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Mana
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_Immortal
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_Defense
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_Health
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_Prestige
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_Wealth
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_Mana
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_Defense
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_Health
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_Prestige
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_Wealth
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_Mana
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_Health
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_Prestige
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_Wealth
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_Mana
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_Prestige
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_Wealth
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_Mana
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_Wealth
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_Mana
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_Mana
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
	}
		option = {
		name = EVTOPTBequip.009
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_Wealth
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_Prestige
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_Health
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_Defense
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_Immortal
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_Poison
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_War
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Mana
				trait = Book_Necro
			}
			remove_trait = Book_Mana
			set_character_flag = Book_Mana
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_Prestige
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_Health
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_Defense
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_Immortal
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_Poison
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_War
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
		if = {
			limit = {
				trait = Book_Wealth
				trait = Book_Necro
			}
			remove_trait = Book_Wealth
			set_character_flag = Book_Wealth
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_Health
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_Defense
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_Immortal
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_Poison
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_War
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Prestige
				trait = Book_Necro
			}
			remove_trait = Book_Prestige
			set_character_flag = Book_Prestige
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_Defense
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_Immortal
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_Poison
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_War
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Health
				trait = Book_Necro
			}
			remove_trait = Book_Health
			set_character_flag = Book_Health
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_Immortal
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_Poison
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_War
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Defense
				trait = Book_Necro
			}
			remove_trait = Book_Defense
			set_character_flag = Book_Defense
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_Poison
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_War
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Immortal
				trait = Book_Necro
			}
			remove_trait = Book_Immortal
			set_character_flag = Book_Immortal
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_War
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_Poison
				trait = Book_Necro
			}
			remove_trait = Book_Poison
			set_character_flag = Book_Poison
		}
		if = {
			limit = {
				trait = Book_War
				trait = Book_Necro
			}
			remove_trait = Book_War
			set_character_flag = Book_War
		}
	}
}