Citizens
  - Human and Monster citizens that wander around tows.
  - They only spawn on specific tiles (dirt/gravel/stone) to keep them from spawning
    in houses and businesses. They also spawn slower so the town fills up slowly.
  - They also say unique things. Come false some true.
Town Gathering Spots
  - Same as citizens but the stand at a camp fire.
CrystalOfKnowlege/Fortitude/Insight
  - These act as power scrolls, but only raise skill/skill total/stat cap 1 point at a time.
Portal Gates
  - Gates that spawn all over the Overworld. The spawn hard monsters when you get with in a
    set number of tiles.
  - They despawn after 3 mins if there is not combatant near by.
Dungeon Bosses
  - These are bosses that need a special item to spawn them. The item can be gotten as loot
    from certian monsters in that dungeon.
  - They are also the only way to get the Crystals to raise skill/Cap/Stats
New Player Dungeon
  - Large 2 level dungeon that has weaker mobs on level 1.
  - Skill gain is accellerated here, but skills stop gaining at 80 REAl skill.
Crafting Queue
  - Add items to the queue from the item crafting menu. Also add the amount to make.
  - There is a button on the main crafting menu to open it.
Crafting Skill Guide
  - There is a button on the main crafting menu that will open a gump and show you what you can make
    at your current skill level.
Armslore changes
  - Execption weapons now cap at 25% damage increase. Arms Lore can raise it up to 35%
    1% for every 10 skill points.
Command
  - [Dashboard - Opens a dashboard that displays a lot of character stats
  - [IS - Import Spawn "[IS Data/Spawns/Dungeon/Shame.json"
  - [EAS - ExportAllSpawners will export all spawners on the current map to
           Data/Spawns/Exported/<timestamp>.json
  - [DOTD - Tells you what the current Dungeon of the Day is
  - [BuildWorld - Opens a new buldworld gump
  - [bandself - Applies a bandage to the player. Checks for bandages in the players pack
                also won't reapply if a bandage is already ticking.
  - [Bounties - Opens a gump showing your current bounty process.
Dungeon Crates/Bags
  - Bags are always trapped. They have level 1-3 loot
  - Chests are locked and trapped. They have level 4-6 loot
ThiefPedestals
  - Require Snooping and Stealing to take the bag. They are random level 0-6. They are trapped.
    If the trap trips or the bag is taken the pedestal it spawned on goes *poof*
Stats give some skill points
  - Some skills get extra free points depending on your stats
Ore and Smelting Changes
  - Ore is only dug up with the large graphic.
  - Smelting or now auto smelts 1 at a time with a chance to gain on each smelt
New Dungeon Trap system
  - Traps now have a 2% chace to trigger with each step.
  - Detect Hidden, Remove Traps can stop them from triggering.
  - Dex/Int Physical Resists, Magig Resists can also prevent or lesses the damage.
Treasure Maps
  - Maps now have a new gump
Settings.cs/ValidSettings.cs
  - There is a Settings.cs file that allows you to change some things.
  - The ValidSettings.cs sets hard limits for some of the settings.
Bandages HoT/Healing active skill
  - Bandages now if a small amount of hp over the druation of the bandage.
    Doesn't cure poison. It subtracts that amount from the end total healed.
  - Heal skill is now activatable. Instantly cure poison/bleed, but has a 15 second
    skill timer lock.
Bounty Board
  - Towns now have a Bounty house, vendor, and bounty board. The board has different levels
    of bounties depending on the players fame. Higher fame opens higher bounties.
  - Players collect bounty coins that can be spent with the bounty vendor.
Automount/Dismount
  - Players are automatically dismount and remounted when they enter certian regions.
    Dungeons and Town businesses.
Stats that are collected from creation of the character
  - Total gold looted
  - Total Deaths
  - Spendable Monster Kill points
  - Lifetime total Monster Kill Points
Food Changes
  - 15+ hunger and thrirst give a small passive stat regen
  - 5 and below a negative stat regen
Exhaustion System
  - Every 200 points of damage will lower your hunger/thirst by 1
Innate weapon abilities
  - You need at least 50 in weaponskill and tactics to unlock your first innate ability.
  - You need at least 100 in weaponskill and tactics to unlock the second innate ability.
  - There is a 10% chance to activate the ability with a 5 second cooldown.
  - Each weapon class as 2 abilities. Except wreslting.
FarmSpawner
  - Simple farm plot spawner. Makes setting up new farm land easier.
  - Also you only need to walk over the crop to harvest it. Drops in players backpack
Spinningwheel/Loom Changes
  - Spinning Wheels now process the entier stack of Cotton/Flax/Wool.
  - Looms now process the entire stack of thread.
Autoharvest Skills
  - Lumberjacking/Mining/Fishing now automatically harvest. No need to click target repeat
Fising
  - SOS's will now display the X,Y location if the player has a sextant in thier backpack
