public void ManifestPsiWeapon(string weaponOptions)
        {
            ++WeaponCounter;

            var ParentsEgo     = ParentObject.Statistics["Ego"].Modifier;
            var ParentsLevel   = ParentObject.Statistics["Level"].BaseValue;
            var ParentsCharges = ParentObject.Statistics["PsiCharges"].BaseValue;


            string     WeaponBPToBeManifested  = null;
            GameObject WeaponObjToBeManifested = null;

            PsiCost    = 2;
            NewPsiCost = PsiCost * WeaponCounter;
            if (NewPsiCost > ParentsCharges)
            {
                AddPlayerMessage("You lack enough maximum charges to forge another weapon.");
                if (WeaponCounter > 0)
                {
                    --WeaponCounter;
                }
                return;
            }
            else if (weaponOptions == "Long Sword")
            {
                // AddPlayerMessage("Long Sword Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Long Sword";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Long Sword2";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel Long Sword";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Long Sword3";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Long Sword4";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Long Sword5";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Long Sword6";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Long Sword7";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Long Sword8";
                    }
                }
            }
            else if (weaponOptions == "Short Sword")
            {
                // AddPlayerMessage("Short Sword Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Short Sword";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Short Sword2";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel Short Sword";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Short Sword3";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Short Sword4";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Short Sword5";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Short Sword6";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Short Sword7";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Short Sword8";
                    }
                }
            }
            else if (weaponOptions == "Great Sword")
            {
                // AddPlayerMessage("Great Sword Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Two-Handed Sword";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Long Sword2th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel Long Swordth";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Long Sword3th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Long Sword4th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Long Sword5th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Long Sword6th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Long Sword7th";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Long Sword8th";
                    }
                }
            }
            else if (weaponOptions == "Dagger")
            {
                // AddPlayerMessage("Dagger Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Dagger";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Dagger2";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel Dagger";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Dagger3";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Dagger4";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Dagger5";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Dagger6";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Dagger7";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Dagger8";
                    }
                }
            }
            else if (weaponOptions == "Cudgel")
            {
                // AddPlayerMessage("Cudgel Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Club";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Mace2";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel War Hammer";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Cudgel3";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Cudgel4";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Cudgel5";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Cudgel6";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Cudgel7";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Cudgel8";
                    }
                }
            }
            else if (weaponOptions == "Great Hammer")
            {
                // AddPlayerMessage("Great Hammer Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Walking Stick";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Shillelagh";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel War Hammerth";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Cudgel3th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Cudgel4th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Cudgel5th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Cudgel6th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Cudgel7th";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Cudgel8th";
                    }
                }
            }
            else if (weaponOptions == "Axe")
            {
                // AddPlayerMessage("Axe Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Battle Axe";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Battle Axe2";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel Battle Axe";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Battle Axe3";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Battle Axe4";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Battle Axe5";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Battle Axe6";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Battle Axe7";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Battle Axe8";
                    }
                }
            }
            else if (weaponOptions == "Great Axe")
            {
                // AddPlayerMessage("Great Axe Branch Selected");

                if (WeaponBPToBeManifested == null)
                {
                    if (ParentsEgo + ParentsLevel <= 3)
                    {
                        // AddPlayerMessage("Return Tier 1");

                        WeaponBPToBeManifested = "Iron Vinereaper";
                    }
                    else if (ParentsEgo + ParentsLevel <= 7)
                    {
                        // AddPlayerMessage("Return Tier 2");

                        WeaponBPToBeManifested = "Steel Vinereaper";
                    }
                    else if (ParentsEgo + ParentsLevel <= 10)
                    {
                        // AddPlayerMessage("Return Tier Steel");

                        WeaponBPToBeManifested = "Steel Battle Axeth";
                    }
                    else if (ParentsEgo + ParentsLevel <= 13)
                    {
                        // AddPlayerMessage("Return Tier 3");

                        WeaponBPToBeManifested = "Battle Axe3th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 17)
                    {
                        // AddPlayerMessage("Return Tier 4");

                        WeaponBPToBeManifested = "Battle Axe4th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 20)
                    {
                        // AddPlayerMessage("Return Tier 5");

                        WeaponBPToBeManifested = "Battle Axe5th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 23)
                    {
                        // AddPlayerMessage("Return Tier 6");

                        WeaponBPToBeManifested = "Battle Axe6th";
                    }
                    else if (ParentsEgo + ParentsLevel <= 26)
                    {
                        // AddPlayerMessage("Return Tier 7");

                        WeaponBPToBeManifested = "Battle Axe7th";
                    }
                    else if ((ParentsEgo + ParentsLevel) >= 27)
                    {
                        // AddPlayerMessage("Return Tier 8");

                        WeaponBPToBeManifested = "Battle Axe8th";
                    }
                }
            }

            if (WeaponObjToBeManifested == null)
            {
                // AddPlayerMessage("Begin Manifest Weapon");

                WeaponObjToBeManifested = GameObject.create(WeaponBPToBeManifested);

                if (ParentObject.GetFirstBodyPart("Hand").Equipped == null)
                {
                    // AddPlayerMessage("Weapon equipped.");
                    ParentObject.GetFirstBodyPart("Hand").Equip(WeaponObjToBeManifested);
                    WeaponObjToBeManifested.AddPart <PsionicWeapon>();
                    WeaponObjToBeManifested.id = PsiWeaponsID;
                    // Event e = Event.New("PsionicWeaponManifestedEvent", "ColorChoice", colorChoice, "ManifestedWeapon", WeaponObjToBeManifested);
                    Event e = Event.New("PsionicWeaponManifestedEvent", "ManifestedWeapon", WeaponObjToBeManifested);

                    WeaponObjToBeManifested.FireEvent(e);

                    // WeaponObjToBeManifested.pRender.TileColor = GetWeaponTileColor($"&{colorChoice}");
                    // WeaponObjToBeManifested.pRender.ColorString = GetWeaponTileColor($"&{colorChoice}");
                }
                else
                {
                    // AddPlayerMessage("Weapon is added to Inventory.");
                    ParentObject.Inventory.AddObject(WeaponObjToBeManifested);
                    WeaponObjToBeManifested.AddPart <PsionicWeapon>();
                    WeaponObjToBeManifested.id = PsiWeaponsID;
                    // Event e = Event.New("PsionicWeaponManifestedEvent", "ColorChoice", colorChoice, "ManifestedWeapon", WeaponObjToBeManifested);
                    Event e = Event.New("PsionicWeaponManifestedEvent", "ManifestedWeapon", WeaponObjToBeManifested);

                    WeaponObjToBeManifested.FireEvent(e);

                    // WeaponObjToBeManifested.pRender.TileColor = GetWeaponTileColor($"&{colorChoice}");
                    // WeaponObjToBeManifested.pRender.ColorString = GetWeaponTileColor($"&{colorChoice}");
                }
            }
        }