Пример #1
0
        public static void GenerateSingleEquipmentReagents()
        {
            // 1h axe - class - 2, subclass - 1
            int Class = 2;
            int SubClass = 1;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            DB.LSave();
        }
Пример #2
0
        public static void GenerateEquipmentReagentLoots()
        {
            int Class, SubClass;
            // jewey - class - 4, subclass - 0
            Class = 4;
            SubClass = 0;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103086 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103087 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103088 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103089 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103090 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103091 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103092 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103093 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103094 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // cloth - class - 4, subclass - 1
            Class = 4;
            SubClass = 1;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103140 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103141 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103142 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103143 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103144 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103145 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103146 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103147 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103148 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // leather - class - 4, subclass - 2
            Class = 4;
            SubClass = 2;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103194 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103195 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103196 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103197 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103198 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103199 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103200 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103201 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103202 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // mail - class - 4, subclass - 3
            Class = 4;
            SubClass = 3;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103248 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103249 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103250 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103251 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103252 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103253 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103254 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103255 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103256 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // plate - class - 4, subclass - 4
            Class = 4;
            SubClass = 4;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103302 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103303 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103304 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103305 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103306 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103307 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103308 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103309 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103310 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 1h axe - class - 2, subclass - 1
            Class = 2;
            SubClass = 1;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 1h mace - class - 2, subclass - 4
            Class = 2;
            SubClass = 4;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 1h sword - class - 2, subclass - 7
            Class = 2;
            SubClass = 7;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 1h dagger - class - 2, subclass - 15
            Class = 2;
            SubClass = 15;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 1h fist weapon - class - 2, subclass - 13
            Class = 2;
            SubClass = 13;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 2h axe - class - 2, subclass - 2
            Class = 2;
            SubClass = 2;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 2h axe - class - 2, subclass - 5
            Class = 2;
            SubClass = 5;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 2h sword - class - 2, subclass - 8
            Class = 2;
            SubClass = 8;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 2h polearm - class - 2, subclass - 17
            Class = 2;
            SubClass = 17;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103356 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103357 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103358 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103359 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103360 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103361 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103362 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103363 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103364 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 2h staff - class - 2, subclass - 10
            Class = 2;
            SubClass = 10;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103410 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103411 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103412 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103413 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103414 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103415 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103416 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103417 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80) * 2;
                        reagent.Chance = 0;
                        reagent.Reagent = 103418 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // 2h wand - class - 2, subclass - 19
            Class = 2;
            SubClass = 19;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103410 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103411 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103412 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103413 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103414 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103415 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103416 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103417 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103418 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // ranged - bow - class - 2, subclass - 2
            Class = 2;
            SubClass = 2;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103464 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103465 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103466 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103467 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103468 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103469 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103470 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103471 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103472 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // ranged - gun - class - 2, subclass - 3
            Class = 2;
            SubClass = 3;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103464 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103465 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103466 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103467 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103468 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103469 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103470 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103471 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103472 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            // ranged - crossbow - class - 2, subclass - 18
            Class = 2;
            SubClass = 18;
            for (int quality = 1; quality <= 6; quality++)
            {
                for (int itemlevel = 1; itemlevel <= 100; itemlevel++)
                {
                    if (itemlevel < 15)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 0);
                        reagent.Chance = 0;
                        reagent.Reagent = 103464 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 10 && itemlevel < 25)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 10);
                        reagent.Chance = 0;
                        reagent.Reagent = 103465 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 20 && itemlevel < 35)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 20);
                        reagent.Chance = 0;
                        reagent.Reagent = 103466 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 30 && itemlevel < 45)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 30);
                        reagent.Chance = 0;
                        reagent.Reagent = 103467 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 40 && itemlevel < 55)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 40);
                        reagent.Chance = 0;
                        reagent.Reagent = 103468 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 50 && itemlevel < 65)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 50);
                        reagent.Chance = 0;
                        reagent.Reagent = 103469 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 60 && itemlevel < 75)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 60);
                        reagent.Chance = 0;
                        reagent.Reagent = 103470 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 70 && itemlevel < 81)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 70);
                        reagent.Chance = 0;
                        reagent.Reagent = 103471 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }

                    if (itemlevel > 80)
                    {
                        item_loot_reagents reagent = new item_loot_reagents();
                        reagent.Class = Class;
                        reagent.SubClass = SubClass;
                        reagent.Quality = quality;
                        reagent.ItemLevel = itemlevel;
                        reagent.CountMin = 1;
                        reagent.CountMax = 1 + (int)Math.Sqrt(itemlevel - 80);
                        reagent.Chance = 0;
                        reagent.Reagent = 103472 + (quality - 1) * 9;
                        DB.LEGACY.item_loot_reagents.Add(reagent);
                    }
                }
            }

            DB.LSave();
        }