<?xml version="1.0" encoding="UTF-8"?>
<list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd">
	<skill id="16500" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Part of the Bamonti was affected by the darkness of Nemis and was reborn as Vengeful Edaire. Currently aiming for Gludin from another dimension in order to carry out Nemis' will. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16501" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Part of the Weiss was affected by the darkness of Nemis and was reborn as Vengeful Agonia. Currently aiming for Gludin from another dimension in order to carry out Nemis' will. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16502" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Triol took Pa'agrio's form to control warriors of the Nerva Orc. Currently aiming for Schuttgart from another dimension under Triol's orders. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16503" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Amden Orc Turahot was cursed by Nemis and is currently aiming for Schuttgart from another dimension under Nemi's orders. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16504" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Hero of the noble Orc royalty. Currently aiming for Schuttgart from another dimension under Triol's orders. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16505" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Originally a half-orc hero, but now turned to a demon due to excessive dark energy. Only dictated by primal instinct, and is currently aiming for Gainak from another dimension. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16506" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Originally a half-orc hero, but now turned to a demon due to excessive dark energy. Only dictated by primal instinct, and is currently aiming for Gainak from another dimension. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16507" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- Originally a half-orc hero, but now turned to a demon due to excessive dark energy. Only dictated by primal instinct, and is currently aiming for Gainak from another dimension. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16508" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- A mechanical minion for Garamor. Has achieved its current form by devouring the resentful soul and stealing the body of a peasant revolutionary. Currently aiming for Oren from another dimension under Garamor's orders. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16509" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- A mechanical minion for Garamor. Has achieved its current form by devouring the resentful soul and stealing the body of a peasant revolutionary. Currently aiming for Oren from another dimension under Garamor's orders. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16510" toLevel="1" name="Raid Boss (Lv. 99)">
		<!-- A mechanical minion for Garamor. Has achieved its current form by devouring the resentful soul and stealing the body of a peasant revolutionary. Currently aiming for Oren from another dimension under Garamor's orders. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16511" toLevel="31" name="Solo Fighter Monster">
		<!-- Increases the monster's P. Atk., M. Atk., P. Def. and M. Def. -->
		<icon>icon.skill0335</icon>
		<operateType>P</operateType>
		<effects>
			<effect name="PhysicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16512" toLevel="31" name="Solo Mage Monster">
		<!-- Increases the monster's P. Atk., M. Atk., P. Def. and M. Def. -->
		<icon>icon.skill0335</icon>
		<operateType>P</operateType>
		<effects>
			<effect name="PhysicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16513" toLevel="31" name="Solo Archer Monster">
		<!-- Increases the monster's P. Atk., M. Atk., P. Def. and M. Def. -->
		<icon>icon.skill0335</icon>
		<operateType>P</operateType>
		<effects>
			<effect name="PhysicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="8">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="9">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="10">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="11">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="12">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="13">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="14">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="15">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="16">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="17">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="18">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="19">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="20">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="21">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="22">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="23">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="24">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="25">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="26">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="27">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="28">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="29">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="30">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
					<value level="31">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16514" toLevel="7" name="Party Fighter Monster">
		<!-- Increases the monster's P. Atk., M. Atk., P. Def. and M. Def. -->
		<icon>icon.skill0335</icon>
		<operateType>P</operateType>
		<effects>
			<effect name="PhysicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16515" toLevel="7" name="Party Mage Monster">
		<!-- Increases the monster's P. Atk., M. Atk., P. Def. and M. Def. -->
		<icon>icon.skill0335</icon>
		<operateType>P</operateType>
		<effects>
			<effect name="PhysicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16516" toLevel="7" name="Party Archer Monster">
		<!-- Increases the monster's P. Atk., M. Atk., P. Def. and M. Def. -->
		<icon>icon.skill0335</icon>
		<operateType>P</operateType>
		<effects>
			<effect name="PhysicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalAttack">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>
					<value level="1">5</value>
					<value level="2">10</value>
					<value level="3">15</value>
					<value level="4">20</value>
					<value level="5">25</value>
					<value level="6">50</value>
					<value level="7">50</value> <!-- FIXME: AUTO GENERATED LEVEL -->
				</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16517" toLevel="2" name="Kelbim">
		<!-- Level 1: One of the seven apostles of Embryo, he received the power of the Seal of Calamity from Etis van Etina and managed to massively increase its power. Also, he succeeded in creating Dark Atelia and started its mass production. Now he commands the Atelia Fortress. -->
		<!-- Level 2: With the transfer of the Garden of Spirits, the Queen of Spirits of the Wind Realm has been awakened. She used to be very intelligent and detached, but her instinct is all that is left. She considers anyone who gets near the Garden of Spirits as a threat, including the Ertheia. -->
		<icon>icon.skillraid</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16518" toLevel="2" name="Event Invincibility">
		<!-- Level 1: Invincible to basic attacks, skills, buffs and debuffs. Unable to recover HP. -->
		<!-- Level 2: Invincible to basic attacks, skills and debuffs. Unable to recover HP. -->
		<icon>icon.skill0000</icon>
		<operateType>P</operateType>
	</skill>
	<skill id="16519" toLevel="1" name="Slay X">
		<!-- Inflicts great physical damage on nearby enemies and makes them bleed for 10 sec. Inflicted status: Infection (Bleed, Poison). -->
		<icon>icon.skill0096</icon>
		<operateType>A2</operateType>
		<effectPoint>-100</effectPoint>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>10</mpConsume>
		<reuseDelay>30000</reuseDelay>
	</skill>
	<skill id="16520" toLevel="4" name="Shield of Atelia">
		<!-- Level 1: P./ M. Def. +30%. -->
		<!-- Level 2: P./ M. Def. +35%. -->
		<!-- Level 3: P./ M. Def. +40%. -->
		<!-- Level 4: P./ M. Def. +50%. -->
		<icon>icon.skill1418</icon>
		<operateType>A2</operateType>
		<coolTime>500</coolTime>
		<effectPoint>1</effectPoint>
		<hitTime>4000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16521" toLevel="1" name="Embryo's Call">
		<!-- Temporarily P. Atk. and Atk. Spd. +50%. -->
		<icon>icon.skill1147</icon>
		<operateType>A2</operateType>
		<castRange>350</castRange>
		<coolTime>500</coolTime>
		<effectPoint>1</effectPoint>
		<hitTime>3000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16522" toLevel="1" name="Shield Swing">
		<!-- Inflicts great physical damage, P./ M. Def. -50% for 15 sec. -->
		<icon>icon.skill1170</icon>
		<operateType>A2</operateType>
		<castRange>500</castRange>
		<effectPoint>1</effectPoint>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>10</mpConsume>
		<reuseDelay>30000</reuseDelay>
	</skill>
	<skill id="16523" toLevel="1" name="Magma Splash">
		<!-- Inflicts great physical damage around the target and burns enemies for 10 sec. Inflicted status: Debilitation. -->
		<icon>icon.skill11066</icon>
		<operateType>A2</operateType>
		<coolTime>800</coolTime>
		<hitTime>3700</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>10</mpConsume>
		<reuseDelay>15000</reuseDelay>
	</skill>
	<skill id="16524" toLevel="4" name="Full Swing Crusher">
		<!-- Level 1: Inflicts great physical damage to target, P./ M. Def. -20% for 10 sec. Inflicted status: Debilitation. -->
		<!-- Level 2: Inflicts great physical damage to target, P./ M. Def. -25% for 10 sec. Inflicted status: Debilitation. -->
		<!-- Level 3: Inflicts great physical damage to target, P./ M. Def. -30% for 10 sec. Inflicted status: Debilitation. -->
		<!-- Level 4: Inflicts great physical damage to target, P./ M. Def. -35% for 10 sec. Inflicted status: Debilitation. -->
		<icon>icon.skill1418</icon>
		<operateType>A2</operateType>
		<abnormalTime>10</abnormalTime>
		<castRange>350</castRange>
		<coolTime>500</coolTime>
		<effectPoint>1</effectPoint>
		<hitTime>2000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>10</mpConsume>
		<reuseDelay>15000</reuseDelay>
	</skill>
	<skill id="16525" toLevel="1" name="Spirit of Master">
		<!-- P. Atk. and Atk. Spd. +25%, P./ M. Def. -30% for 15 sec. -->
		<icon>icon.skill1086</icon>
		<operateType>A2</operateType>
		<hitTime>2000</hitTime>
		<mpConsume>10</mpConsume>
		<reuseDelay>60000</reuseDelay>
	</skill>
	<skill id="16526" toLevel="4" name="Supply Blockade">
		<!-- The supplies to the camp have been blocked. P./ M. Atk., Atk. Spd./ Casting Spd. -10%. -->
		<icon>icon.skill1263</icon>
		<operateType>A2</operateType>
		<effectPoint>-2</effectPoint>
		<isDebuff>true</isDebuff>
	</skill>
	<skill id="16527" toLevel="1" name="Poor Equipment">
		<!-- The weapon deliveries have stopped. P./ M. Atk. -20%. -->
		<icon>icon.skill1263</icon>
		<operateType>A2</operateType>
		<effectPoint>-2</effectPoint>
		<isDebuff>true</isDebuff>
	</skill>
	<skill id="16528" toLevel="1" name="Atelia Brainwashing">
		<!-- Brainwashed by the power of Atelia. -->
		<icon>icon.skill11387</icon>
		<operateType>A2</operateType>
		<coolTime>200</coolTime>
		<effectPoint>687</effectPoint>
		<reuseDelay>900000</reuseDelay>
	</skill>
	<skill id="16529" toLevel="1" name="Adolph's Will of Steel">
		<!-- With Aden Vanguard Captain Adolph's help, launch a strong hit to Commander Burnstein and stun him for 15 sec. Can only be used inside the Command Post. -->
		<icon>icon.skill10105</icon>
		<operateType>A1</operateType>
		<castRange>350</castRange>
		<effectPoint>-200</effectPoint>
		<hitTime>5000</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16530" toLevel="1" name="Adolph's Will of Steel">
		<!-- Aden Vanguard Captain Adolph launches a strong hit to Commander Burnstein and stuns him for 15 sec. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill19211</icon>
		<operateType>A2</operateType>
		<effectPoint>867</effectPoint>
		<isDebuff>true</isDebuff>
		<isMagic>1</isMagic>
		<mpConsume>46</mpConsume>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16531" toLevel="1" name="Barton's Potential Force">
		<!-- P. Atk. +20% for 60 sec. when using dual swords/ dual blunt weapon. Greatly increases P. Critical Rate, Skill Power that consumes Momentum by 20%. -->
		<icon>icon.skill10332</icon>
		<operateType>A2</operateType>
		<coolTime>200</coolTime>
		<effectPoint>673</effectPoint>
		<hitTime>2000</hitTime>
		<mpConsume>64</mpConsume>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16532" toLevel="1" name="Barton's Lunatic Hit">
		<icon>icon.skill10274</icon>
		<operateType>A1</operateType>
		<castRange>40</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-200</effectPoint>
		<hitTime>5000</hitTime>
		<mpConsume>45</mpConsume>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16533" toLevel="1" name="Barton's Sonic Star">
		<!-- Attacks enemies with wind gust knocking them down. Critical. Over-hit. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill10281</icon>
		<operateType>A2</operateType>
		<coolTime>500</coolTime>
		<effectPoint>-700</effectPoint>
		<hitTime>5000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>29</mpConsume>
		<reuseDelay>30000</reuseDelay>
	</skill>
	<skill id="16534" toLevel="1" name="Elise's Protection Prayer">
		<!-- Recovers party members' HP by 100%. Aden Vanguard Elise appears and makes all party members invincible for 30 sec. and recovers HP by 100%. -->
		<icon>icon.skill11759</icon>
		<operateType>A2</operateType>
		<castRange>600</castRange>
		<effectPoint>1760</effectPoint>
		<hitTime>5000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>29</mpConsume>
		<mpInitialConsume>7</mpInitialConsume>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16535" toLevel="1" name="Elise's Summoned Tree of Sephiroth">
		<!-- Summons Tree of Life. The summoned tree heals nearby party members for 30 sec. and removes debuffs from them. -->
		<icon>icon.skill19210</icon>
		<operateType>A1</operateType>
		<castRange>600</castRange>
		<coolTime>2000</coolTime>
		<effectPoint>1733</effectPoint>
		<hitTime>5000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>194</mpConsume>
		<mpInitialConsume>49</mpInitialConsume>
		<reuseDelay>180000</reuseDelay>
	</skill>
	<skill id="16536" toLevel="1" name="Hayuk's Phoenix Arrow">
		<!-- Powerful bomb attack on enemies in selected area. -->
		<icon>icon.skill10781</icon>
		<operateType>A1</operateType>
		<castRange>1100</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-706</effectPoint>
		<hitTime>5000</hitTime>
		<mpConsume>10</mpConsume>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16537" toLevel="1" name="Hayuk's Quick Fire">
		<!-- For 30 sec., Atk. Spd. +40% when equipped with a bow/ crossbow. -->
		<icon>icon.skill10779</icon>
		<operateType>A2</operateType>
		<coolTime>200</coolTime>
		<effectPoint>2</effectPoint>
		<hitTime>800</hitTime>
		<mpConsume>46</mpConsume>
		<reuseDelay>120000</reuseDelay>
	</skill>
	<skill id="16538" toLevel="1" name="Eliyah's Shadow Hell">
		<!-- Shadow Hell. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill11058</icon>
		<operateType>A1</operateType>
		<castRange>1100</castRange>
		<effectPoint>-709</effectPoint>
		<hitTime>1000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>214</mpConsume>
		<mpInitialConsume>53</mpInitialConsume>
		<reuseDelay>15000</reuseDelay>
	</skill>
	<skill id="16539" toLevel="1" name="Eliyah's Elemental Detonation">
		<!-- Aden Vanguard Eliyah appears and casts a magic explosive spell at Burnstein. Burnstein's HP -20%, 4 Attribute Resistance -30% for 30 sec. -->
		<icon>icon.skill11011</icon>
		<operateType>A2</operateType>
		<castRange>900</castRange>
		<effectPoint>-100</effectPoint>
		<hitTime>5000</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>1</isMagic>
		<mpConsume>45</mpConsume>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16540" toLevel="1" name="Turn to Stone">
		<!-- Petrified. -->
		<icon>icon.skill1540</icon>
		<operateType>A2</operateType>
		<effectPoint>679</effectPoint>
		<reuseDelay>2000</reuseDelay>
	</skill>
	<skill id="16541" toLevel="1" name="Burnstein's Stigma">
		<!-- Stigma that proves that Commander Burnstein in Atelia Fortress' 3rd floor has withdrawn. -->
		<icon>icon.skill0015</icon>
		<operateType>A2</operateType>
		<effectPoint>532</effectPoint>
		<hitTime>4000</hitTime>
		<mpConsume>40</mpConsume>
		<mpInitialConsume>10</mpInitialConsume>
	</skill>
	<skill id="16542" toLevel="3" name="Supply Blockade">
		<!-- Level 1: The supplies to the 1st floor have been blocked because of Quartermaster Hummel's death, decreasing their Max HP by 15%. The effect disappears when Quartermaster Hummel respawns. -->
		<!-- Level 2: The weapons of the soldiers on the 2nd floor haven't been repared because of Master Artisan Geork's death, decreasing their HP by 15%. The effect disappears when Master Artisan Geork respawns. -->
		<!-- Level 3: The morale of the soldiers on the 3rd and 4th floors has dropped because of Commander Burnstein's disappearance, decreasing their Max HP by 15%. The effect disappears when Commander Burnstein respawns. -->
		<icon>icon.skill1263</icon>
		<operateType>A2</operateType>
		<castRange>900</castRange>
		<hitTime>1500</hitTime>
		<isMagic>1</isMagic>
	</skill>
	<skill id="16543" toLevel="1" name="Spy's Aid Request">
		<!-- When the Fortress Spy finds infiltrators inside the fortress will request aid and summon Fortress Raider, Atelia Passionate Soldier, and Atelia Elite Captain. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<effectPoint>-700</effectPoint>
		<hitTime>10000</hitTime>
		<isMagic>1</isMagic>
	</skill>
	<skill id="16544" toLevel="1" name="Rescue Captive">
		<!-- Event presentation skill. -->
		<icon>icon.skill0922</icon>
		<operateType>A2</operateType>
	</skill>
	<skill id="16545" toLevel="1" name="Geork's Hammer">
		<!-- Geork swings his hammer, dealing physical damage to nearby enemies and knocking them back. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill0922</icon>
		<operateType>A2</operateType>
		<castRange>600</castRange>
		<effectPoint>-100</effectPoint>
		<hitTime>2000</hitTime>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16546" toLevel="1" name="Banished Captive">
		<!-- Your character calls for Geork who will fight by your side for 60 min. Inflicted status: Obstruction (Disarm, Hold, Blind, Block, Aggression, Silence, Banishment, Bluff, Stealth). -->
		<icon>icon.skill11273</icon>
		<operateType>A2</operateType>
		<effectPoint>-687</effectPoint>
		<isMagic>1</isMagic>
		<mpConsume>78</mpConsume>
	</skill>
	<skill id="16547" toLevel="10" name="Danger Zone Resistance">
		<!-- Level 1: Slightly resistant to Danger Zone Attack. -->
		<!-- Level 2: Slightly resistant to Danger Zone Attack. -->
		<!-- Level 3: Slightly resistant to Danger Zone Attack. -->
		<!-- Level 4: Resistant to Danger Zone Attack. -->
		<!-- Level 5: Resistant to Danger Zone Attack. -->
		<!-- Level 6: Resistant to Danger Zone Attack. -->
		<!-- Level 7: Highly resistant to Danger Zone Attack. -->
		<!-- Level 8: Highly resistant to Danger Zone Attack. -->
		<!-- Level 9: Highly resistant to Danger Zone Attack. -->
		<!-- Level 10: Danger Zone Immunity -->
		<icon>icon.skill0289</icon>
		<operateType>P</operateType>
		<effects>
			<effect name="AreaDamage">
				<amount>
					<value level="1">-10</value>
					<value level="2">-20</value>
					<value level="3">-30</value>
					<value level="4">-40</value>
					<value level="5">-50</value>
					<value level="6">-60</value>
					<value level="7">-70</value>
					<value level="8">-80</value>
					<value level="9">-90</value>
					<value level="10">-100</value>
				</amount>
			</effect>
		</effects>
	</skill>
	<skill id="16548" toLevel="1" name="Eternal Blizzard">
		<icon>icon.skill6274</icon>
		<operateType>A1</operateType>
		<coolTime>500</coolTime>
		<effectPoint>-1000</effectPoint>
		<hitTime>7000</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16549" toLevel="1" name="Ice Crystal">
		<!-- Frozen and unable to move. -->
		<icon>icon.skill6274</icon>
		<operateType>A2</operateType>
		<effectPoint>100</effectPoint>
		<isDebuff>true</isDebuff>
	</skill>
	<skill id="16550" toLevel="1" name="Zellaka's Sonic Star">
		<!-- Deals physical damage to nearby enemies knocking them back for 2 sec. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill1172</icon>
		<operateType>A2</operateType>
		<targetType>SELF</targetType>
		<abnormalTime>2</abnormalTime>
		<abnormalType>KNOCKDOWN</abnormalType>
		<abnormalVisualEffect>KNOCKDOWN</abnormalVisualEffect>
		<affectLimit>10-10</affectLimit>
		<affectObject>NOT_FRIEND</affectObject>
		<affectRange>300</affectRange>
		<affectScope>POINT_BLANK</affectScope>
		<coolTime>500</coolTime>
		<effectPoint>-100</effectPoint>
		<hitTime>2500</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>30000</reuseDelay>
		<trait>KNOCKDOWN</trait>
		<effects>
			<effect name="PhysicalDamage">
				<power>9000</power>
			</effect>
			<effect name="KnockBack">
				<speed>600</speed>
				<distance>100</distance>
				<knockDown>true</knockDown>
			</effect>
			<effect name="BlockActions">
				<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;7002;18721;18722;28203;30516;35190</allowedSkills>
			</effect>
		</effects>
	</skill>
	<skill id="16551" toLevel="1" name="Ice Strike">
		<icon>icon.skill11017</icon>
		<operateType>A1</operateType>
		<targetType>ENEMY</targetType>
		<affectScope>SINGLE</affectScope>
		<attributeType>WATER</attributeType>
		<attributeValue>20</attributeValue>
		<castRange>40</castRange>
		<coolTime>720</coolTime>
		<effectPoint>-96</effectPoint>
		<hitTime>1080</hitTime>
		<magicCriticalRate>5</magicCriticalRate>
		<mpConsume>19</mpConsume>
		<reuseDelay>3000</reuseDelay>
		<reuseDelay>3000</reuseDelay>
		<effects>
			<effect name="MagicalDamage">
				<power>210</power>
			</effect>
		</effects>
	</skill>
	<skill id="16552" toLevel="1" name="Ice Fist">
		<!-- Deals damage and freezes the target. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill11017</icon>
		<operateType>A2</operateType>
		<targetType>ENEMY</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>5</abnormalTime>
		<affectRange>200</affectRange>
		<affectScope>SINGLE</affectScope>
		<castRange>40</castRange>
		<coolTime>720</coolTime>
		<effectPoint>-96</effectPoint>
		<effectRange>900</effectRange>
		<hitCancelTime>2</hitCancelTime>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>2</isMagic> <!-- Static Skill -->
		<mpConsume>19</mpConsume>
		<reuseDelay>3000</reuseDelay>
		<effects>
			<effect name="PhysicalDamage">
				<power>9000</power>
			</effect>
			<effect name="BlockActions">
				<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;7002;18721;18722;28203;30516;35190</allowedSkills>
			</effect>
		</effects>
	</skill>
	<skill id="16553" toLevel="1" name="Ice Breath">
		<!-- Freezes enemies in front of you. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill11017</icon>
		<operateType>A2</operateType>
		<targetType>ENEMY_ONLY</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>5</abnormalTime>
		<abnormalType>FREEZING</abnormalType>
		<abnormalVisualEffect>FROZEN_PILLAR</abnormalVisualEffect>
		<affectLimit>5-12</affectLimit>
		<affectObject>NOT_FRIEND</affectObject>
		<affectScope>FAN</affectScope>
		<castRange>40</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-125</effectPoint>
		<effectRange>400</effectRange>
		<fanRange>0;0;200;180</fanRange>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
		<effects>
			<effect name="BlockActions">
				<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;7002;18721;18722;28203;30516;35190</allowedSkills>
			</effect>
			<effect name="DamOverTime">
				<power>115</power>
				<ticks>5</ticks>
			</effect>
			<effect name="Speed">
				<amount>-100</amount>
				<mode>DIFF</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16554" toLevel="1" name="Spinning Slash">
		<!-- Deals damage to nearby enemies stunning them. Inflicted status: Debilitation. -->
		<icon>icon.skill0036</icon>
		<operateType>A2</operateType>
		<coolTime>800</coolTime>
		<effectPoint>-100</effectPoint>
		<hitTime>1000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>13</mpConsume>
		<reuseDelay>6000</reuseDelay>
	</skill>
	<skill id="16555" toLevel="1" name="Kelbim Deadly Blow">
		<!-- Makes a potentially lethal attack. -->
		<icon>icon.skill0263</icon>
		<operateType>A1</operateType>
		<castRange>40</castRange>
		<coolTime>720</coolTime>
		<effectPoint>-183</effectPoint>
		<hitTime>3000</hitTime>
		<mpConsume>33</mpConsume>
		<reuseDelay>3000</reuseDelay>
	</skill>
	<skill id="16556" toLevel="1" name="Kelbim Bluff">
		<!-- Turns the enemy round and deals damage. Inflicted status: Obstruction (Disarm, Hold, Blind, Block, Aggression, Silence, Banishment, Bluff, Stealth). -->
		<icon>icon.skill0358</icon>
		<operateType>A2</operateType>
		<castRange>40</castRange>
		<effectPoint>-1</effectPoint>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>35</mpConsume>
		<reuseDelay>8000</reuseDelay>
	</skill>
	<skill id="16557" toLevel="1" name="Dancing Blade">
		<!-- Deals heavy AoE damage to enemies inflicting Bleed on them. Inflicted status: Infection (Bleed, Poison). -->
		<icon>icon.skill0096</icon>
		<operateType>A2</operateType>
		<coolTime>500</coolTime>
		<effectPoint>-100</effectPoint>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>30000</reuseDelay>
	</skill>
	<skill id="16558" toLevel="1" name="Kelbim's Death Force">
		<!-- Increases your deadly attack rate. -->
		<icon>icon.skill0410</icon>
		<operateType>A2</operateType>
		<effectPoint>549</effectPoint>
		<hitTime>3000</hitTime>
		<mpConsume>27</mpConsume>
		<reuseDelay>150000</reuseDelay>
	</skill>
	<skill id="16559" toLevel="1" name="Dragonclaw Shield Stun">
		<!-- Makes a powerful attack with the shield stunning the enemy. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill0092</icon>
		<operateType>A2</operateType>
		<castRange>40</castRange>
		<coolTime>300</coolTime>
		<effectPoint>-377</effectPoint>
		<hitTime>1200</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>10</mpConsume>
		<reuseDelay>3000</reuseDelay>
	</skill>
	<skill id="16560" toLevel="1" name="Dragonclaw Ultimate Defense">
		<!-- Increases your P. Def. -->
		<icon>icon.skill0110</icon>
		<operateType>A2</operateType>
		<effectPoint>204</effectPoint>
		<hitTime>1000</hitTime>
		<mpConsume>10</mpConsume>
		<reuseDelay>900000</reuseDelay>
	</skill>
	<skill id="16561" toLevel="1" name="Dragonclaw Hurricane">
		<!-- A cyclone is created to deal Wind Attribute damage to the opponent. -->
		<icon>icon.skill1239</icon>
		<operateType>A1</operateType>
		<castRange>900</castRange>
		<effectPoint>-360</effectPoint>
		<hitTime>4000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>27</mpConsume>
		<mpInitialConsume>7</mpInitialConsume>
	</skill>
	<skill id="16562" toLevel="1" name="Dragon Claw's Curse Fear">
		<!-- Forces enemies to flee in fear. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill1169</icon>
		<operateType>A2</operateType>
		<castRange>600</castRange>
		<effectPoint>-379</effectPoint>
		<hitTime>4000</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>1</isMagic>
		<mpConsume>28</mpConsume>
		<mpInitialConsume>7</mpInitialConsume>
	</skill>
	<skill id="16563" toLevel="1" name="Dragonclaw Iron Punch">
		<!-- Launches a powerful blow at the enemy. -->
		<icon>icon.skill0029</icon>
		<operateType>A1</operateType>
		<castRange>40</castRange>
		<coolTime>296</coolTime>
		<effectPoint>-60</effectPoint>
		<hitTime>1604</hitTime>
		<mpConsume>10</mpConsume>
		<reuseDelay>4000</reuseDelay>
	</skill>
	<skill id="16564" toLevel="1" name="Dragon Claw's Soul Breaker">
		<!-- Attacks the enemy with Iron Fist stunning him. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill0281</icon>
		<operateType>A2</operateType>
		<castRange>40</castRange>
		<coolTime>440</coolTime>
		<effectPoint>-183</effectPoint>
		<hitTime>1360</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>35</mpConsume>
		<reuseDelay>3000</reuseDelay>
	</skill>
	<skill id="16565" toLevel="1" name="Dragonclaw Divine Flash">
		<!-- A divine energy is exploded to deal damage to opponents in range. -->
		<icon>icon.skill1528</icon>
		<operateType>A1</operateType>
		<castRange>500</castRange>
		<effectPoint>-408</effectPoint>
		<hitTime>4000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>46</mpConsume>
		<mpInitialConsume>11</mpInitialConsume>
	</skill>
	<skill id="16566" toLevel="1" name="Dragonclaw Battle Heal">
		<!-- The target's HP is recovered at a fast rate. -->
		<icon>icon.skill1015</icon>
		<operateType>A1</operateType>
		<castRange>600</castRange>
		<effectPoint>66</effectPoint>
		<hitTime>2000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>20</mpConsume>
		<mpInitialConsume>5</mpInitialConsume>
		<reuseDelay>1000</reuseDelay>
	</skill>
	<skill id="16567" toLevel="1" name="Dragonclaw Blaze Quake">
		<!-- Sets opponents in range ablaze. Inflicted status: Debilitation. -->
		<icon>icon.skill1101</icon>
		<operateType>A2</operateType>
		<effectPoint>-243</effectPoint>
		<hitTime>4000</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>1</isMagic>
		<mpConsume>40</mpConsume>
		<mpInitialConsume>10</mpInitialConsume>
	</skill>
	<skill id="16568" toLevel="1" name="Dragonclaw's Power Smash">
		<!-- A powerful attack. -->
		<icon>icon.skill0255</icon>
		<operateType>A1</operateType>
		<castRange>40</castRange>
		<coolTime>720</coolTime>
		<effectPoint>-96</effectPoint>
		<hitTime>1080</hitTime>
		<mpConsume>19</mpConsume>
		<reuseDelay>3000</reuseDelay>
	</skill>
	<skill id="16569" toLevel="1" name="Dragonclaw's Power Shot">
		<!-- Attacks a remote opponent. -->
		<icon>icon.skill0056</icon>
		<operateType>A1</operateType>
		<castRange>700</castRange>
		<coolTime>800</coolTime>
		<effectPoint>-103</effectPoint>
		<hitTime>3200</hitTime>
		<mpConsume>17</mpConsume>
		<reuseDelay>6000</reuseDelay>
	</skill>
	<skill id="16570" toLevel="1" name="Dragonclaw Blaze">
		<!-- A flame is set on the opponent's body, dealing fire attribute damage. -->
		<icon>icon.skill1220</icon>
		<operateType>A1</operateType>
		<castRange>750</castRange>
		<effectPoint>-182</effectPoint>
		<hitTime>4000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>14</mpConsume>
		<mpInitialConsume>4</mpInitialConsume>
	</skill>
	<skill id="16571" toLevel="1" name="Decrease P. Def.">
		<!-- P. Def. is decreased -->
		<icon>icon.skill11276</icon>
		<operateType>A2</operateType>
		<targetType>TARGET</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>1</abnormalTime>
		<affectScope>SINGLE</affectScope>
		<castRange>900</castRange>
		<effectPoint>-707</effectPoint>
		<hitTime>600000</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>2</isMagic>
		<reuseDelay>300000</reuseDelay>
	</skill>
	<skill id="16572" toLevel="1" name="Sealed Archangel's Wrath">
		<!-- You are immobilized by Sealed Archangel. -->
		<icon>icon.skill4111</icon>
		<operateType>A2</operateType>
		<targetType>SELF</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>3</abnormalTime>
		<abnormalType>STUN</abnormalType>
		<abnormalVisualEffect>STUN</abnormalVisualEffect>
		<affectLimit>5-12</affectLimit>
		<affectObject>NOT_FRIEND</affectObject>
		<affectScope>FAN_PB</affectScope>
		<castRange>400</castRange>
		<effectPoint>-100</effectPoint>
		<fanRange>0;0;80;300</fanRange>
		<isDebuff>true</isDebuff>
		<effects>
			<effect name="BlockActions">
				<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;7002;18721;18722;28203;30516;35190</allowedSkills>
			</effect>
		</effects>
	</skill>
	<skill id="16573" toLevel="1" name="Kelbim's Petrification">
		<!-- Petrified and unable to move. -->
		<icon>icon.skill4111</icon>
		<operateType>A2</operateType>
		<effectPoint>-1000</effectPoint>
		<isDebuff>true</isDebuff>
	</skill>
	<skill id="16574" toLevel="4" name="Shield of Infinity">
		<!-- Level 1: P./ M. Def. +15%. -->
		<!-- Level 2: P./ M. Def. +30%. -->
		<!-- Level 3: P./ M. Def. +50%. -->
		<!-- Level 4: P./ M. Def. +70%. -->
		<icon>icon.skill0110</icon>
		<operateType>A2</operateType>
		<targetType>SELF</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>300</abnormalTime>
		<affectScope>SINGLE</affectScope>
		<basicProperty>NONE</basicProperty>
		<canBeDispelled>false</canBeDispelled> <!-- Cannot be cancelled -->
		<effectPoint>689</effectPoint>
		<hitTime>3000</hitTime>
		<isMagic>2</isMagic> <!-- Static Skill -->
		<magicCriticalRate>5</magicCriticalRate>
		<mpConsume>10</mpConsume>
		<reuseDelay>240000</reuseDelay>
		<effects>
			<effect name="PhysicalDefence">
				<amount>
					<value level="1">15</value>
					<value level="2">30</value>
					<value level="3">50</value>
					<value level="4">70</value>
				</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>
					<value level="1">15</value>
					<value level="2">30</value>
					<value level="3">50</value>
					<value level="4">70</value>
				</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16575" toLevel="1" name="Eternal Blizzard">
		<icon>icon.skill6274</icon>
		<operateType>A1</operateType>
		<coolTime>500</coolTime>
		<effectPoint>-1000</effectPoint>
		<hitTime>500</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16576" toLevel="1" name="Ice Crystal">
		<!-- Frozen and unable to move. -->
		<icon>icon.skill6274</icon>
		<operateType>A2</operateType>
		<effectPoint>100</effectPoint>
		<isDebuff>true</isDebuff>
	</skill>
	<skill id="16577" toLevel="1" name="Dragonclaw Bluff">
		<!-- Tricks the enemy into showing his back. Stuns the target for 9 sec. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill0358</icon>
		<operateType>A2</operateType>
		<castRange>40</castRange>
		<effectPoint>-1</effectPoint>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>8000</reuseDelay>
	</skill>
	<skill id="16578" toLevel="1" name="Dragonclaw Crush">
		<!-- Attacks nearby enemies and stuns them. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill0000</icon>
		<operateType>A2</operateType>
		<coolTime>800</coolTime>
		<effectPoint>-100</effectPoint>
		<hitTime>3000</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16579" toLevel="1" name="Dragonclaw Vortex">
		<!-- A cyclone leading to the Fire Dimension is caused, dealing fire attribute damage to the enemy. For 30 sec., Speed -10%, Atk. Spd. -10%, Casting Spd. -10%, Fire Resistance -20. Inflicted status: Debilitation. -->
		<icon>icon.skill1339</icon>
		<operateType>A2</operateType>
		<castRange>900</castRange>
		<effectPoint>-999</effectPoint>
		<hitTime>6000</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>1</isMagic>
	</skill>
	<skill id="16580" toLevel="1" name="Dragonclaw Aggression Aura">
		<!-- Provokes the enemy into attacking you. Inflicted status: Obstruction (Disarm, Hold, Blind, Block, Aggression, Silence, Banishment, Bluff, Stealth). -->
		<icon>icon.skill0018</icon>
		<operateType>A2</operateType>
		<effectPoint>-4312</effectPoint>
		<hitTime>1000</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>50</mpConsume>
		<reuseDelay>40000</reuseDelay>
	</skill>
	<skill id="16581" toLevel="3" name="Growth Accelerator">
		<!-- Level 1: Hunger stirs up fury. -->
		<!-- Level 2: The effect of the Growth Accelerator causes the body to grow and raises P. Atk. -->
		<!-- Level 3: The effect of the Growth Accelerator causes the body to grow and raises P. Atk. and Atk. Spd. -->
		<icon>icon.skill0083</icon>
		<operateType>A2</operateType>
		<castRange>900</castRange>
		<coolTime>200</coolTime>
		<effectPoint>687</effectPoint>
		<hitTime>1500</hitTime>
		<isMagic>1</isMagic>
	</skill>
	<skill id="16582" toLevel="1" name="Let the Dogs Out!">
		<!-- Typhoon summons his Guardian Deities. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<castRange>1500</castRange>
		<hitTime>5000</hitTime>
		<isMagic>1</isMagic>
	</skill>
	<skill id="16583" toLevel="1" name="Pounce">
		<!-- Pounce to Knock Down the target and opponents around the target. Inflicted status: Debilitation. -->
		<icon>icon.skill0121</icon>
		<operateType>A2</operateType>
		<castRange>600</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-687</effectPoint>
		<hitTime>660</hitTime>
		<isDebuff>true</isDebuff>
		<reuseDelay>7000</reuseDelay>
	</skill>
	<skill id="16584" toLevel="1" name="Mass Fear">
		<!-- The target runs away in fear. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill1092</icon>
		<operateType>A2</operateType>
		<castRange>900</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-700</effectPoint>
		<hitTime>1500</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>1</isMagic>
		<mpConsume>1</mpConsume>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16585" toLevel="1" name="Dragonclaw Cannon">
		<!-- A powerful barrage of cannon fire is launched around the target. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<castRange>2500</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-100</effectPoint>
		<hitTime>3000</hitTime>
	</skill>
	<skill id="16586" toLevel="1" name="Dragonclaw Siege Attack">
		<!-- A powerful attack on an enemy. -->
		<icon>icon.skill_transform_etc</icon>
		<operateType>A1</operateType>
		<castRange>80</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-867</effectPoint>
		<hitTime>1500</hitTime>
		<mpConsume>100</mpConsume>
		<reuseDelay>1000</reuseDelay>
	</skill>
	<skill id="16587" toLevel="1" name="Dragonclaw Siege Punch">
		<!-- Inflicts a powerfull attack that knocks nearby enemies back. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill_transform_debuff</icon>
		<operateType>A2</operateType>
		<coolTime>500</coolTime>
		<effectPoint>-867</effectPoint>
		<hitTime>1500</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>100</mpConsume>
		<reuseDelay>10000</reuseDelay>
	</skill>
	<skill id="16588" toLevel="1" name="Time Bomb Explosion">
		<!-- Is burning due to an explosion. Received damage +50%. -->
		<icon>icon.skill1383</icon>
		<operateType>A2</operateType>
		<effectPoint>-100</effectPoint>
		<isDebuff>true</isDebuff>
		<reuseDelay>2000</reuseDelay>
	</skill>
	<skill id="16589" toLevel="1" name="Teleport">
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<hitTime>1500</hitTime>
	</skill>
	<skill id="16590" toLevel="1" name="Ancient Power Thunder">
		<!-- Powerful ancient thunder strikes the target, dealing magic damage and paralysing for 5 sec. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill0279</icon>
		<operateType>A2</operateType>
		<targetType>ENEMY</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>5</abnormalTime>
		<abnormalType>PARALYZE</abnormalType>
		<abnormalVisualEffect>PARALYZE</abnormalVisualEffect>
		<activateRate>150</activateRate>
		<affectRange>200</affectRange>
		<affectScope>SINGLE</affectScope>
		<castRange>900</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-828</effectPoint>
		<effectRange>900</effectRange>
		<hitCancelTime>0</hitCancelTime>
		<hitTime>2000</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>2</isMagic> <!-- Static Skill -->
		<mpConsume>10</mpConsume>
		<reuseDelay>30000</reuseDelay>
		<trait>PARALYZE</trait>
		<effects>
			<effect name="MagicalDamage">
				<power>1500</power> <!-- TODO -->
			</effect>
			<effect name="BlockActions">
				<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;30516</allowedSkills>
			</effect>
		</effects>
	</skill>
	<skill id="16591" toLevel="1" name="Ancient Plasma Wave">
		<!-- A powerful ancient wave of plasma is shot toward the target and nearby enemies, causing magic damage. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<targetType>ENEMY</targetType>
		<affectLimit>5-12</affectLimit>
		<affectObject>NOT_FRIEND</affectObject>
		<affectRange>300</affectRange>
		<affectScope>RANGE</affectScope>
		<castRange>900</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-709</effectPoint>
		<hitTime>3000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>10</mpConsume>
		<reuseDelay>15000</reuseDelay>
		<effects>
			<effect name="MagicalDamage">
				<power>1500</power>
			</effect>
		</effects>
	</skill>
	<skill id="16592" toLevel="1" name="Ancient Earthquake">
		<!-- Stuns the target and nearby enemies by Sonic Star for 3 sec. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill1172</icon>
		<operateType>A2</operateType>
		<targetType>ENEMY</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>10</abnormalTime>
		<abnormalType>STUN</abnormalType>
		<abnormalVisualEffect>STUN</abnormalVisualEffect>
		<activateRate>90</activateRate>
		<affectLimit>10-25</affectLimit>
		<affectObject>NOT_FRIEND</affectObject>
		<affectRange>400</affectRange>
		<affectScope>RANGE</affectScope>
		<basicProperty>PHYSICAL</basicProperty>
		<castRange>600</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-709</effectPoint>
		<effectRange>600</effectRange>
		<hitTime>2500</hitTime>
		<isDebuff>true</isDebuff>
		<mpConsume>10</mpConsume>
		<reuseDelay>15000</reuseDelay>
		<trait>SHOCK</trait>
		<effects>
			<effect name="BlockActions">
				<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;30516</allowedSkills>
			</effect>
		</effects>
	</skill>
	<skill id="16593" toLevel="1" name="Prayer for the Emperor">
		<!-- The Emperor's ancestors' blessing. For 10 sec., P. Atk./ M. Atk./ P. Def./ M. Def. +50%. -->
		<icon>icon.skill19193</icon>
		<operateType>A2</operateType>
		<targetType>SELF</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>10</abnormalTime>
		<affectScope>SINGLE</affectScope>
		<coolTime>500</coolTime>
		<effectPoint>418</effectPoint>
		<hitTime>3000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>10</mpConsume>
		<reuseDelay>30000</reuseDelay>
		<effects>
			<effect name="MagicalAttack">
				<amount>50</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalAttack">
				<amount>50</amount>
				<mode>PER</mode>
			</effect>
			<effect name="MagicalDefence">
				<amount>50</amount>
				<mode>PER</mode>
			</effect>
			<effect name="PhysicalDefence">
				<amount>50</amount>
				<mode>PER</mode>
			</effect>
		</effects>
	</skill>
	<skill id="16594" toLevel="1" name="Plasma Strike">
		<!-- An attack laden with a powerful current is dealt to the enemy, causing physical damage. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<targetType>ENEMY</targetType>
		<affectScope>SINGLE</affectScope>
		<castRange>100</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-828</effectPoint>
		<hitTime>2000</hitTime>
		<isMagic>1</isMagic> <!-- Static Skill -->
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
		<effects>
			<effect name="PhysicalDamage"> <!-- TODO -->
				<power>100000</power>
			</effect>
		</effects>
	</skill>
	<skill id="16595" toLevel="1" name="Plasma Shooter">
		<!-- An arrow laden with a powerful current is launched toward the enemy, causing physical damage. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<targetType>ENEMY</targetType>
		<affectScope>SINGLE</affectScope>
		<castRange>900</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-828</effectPoint>
		<hitTime>2000</hitTime>
		<isMagic>1</isMagic> <!-- Static Skill -->
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
		<effects>
			<effect name="PhysicalDamage"> <!-- TODO -->
				<power>100000</power>
			</effect>
		</effects>
	</skill>
	<skill id="16596" toLevel="1" name="Plasma Ball">
		<!-- A sphere laden with a powerful current is launched toward the enemy, causing magic damage. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<targetType>ENEMY</targetType>
		<affectScope>SINGLE</affectScope>
		<castRange>900</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-828</effectPoint>
		<hitTime>500</hitTime>
		<isMagic>1</isMagic> <!-- Static Skill -->
		<mpConsume>10</mpConsume>
		<effects>
			<effect name="MagicalDamage">
				<power>1500</power> <!-- TODO -->
			</effect>
		</effects>
	</skill>
	<skill id="16597" toLevel="1" name="Plasma Wave">
		<!-- A powerful ancient wave of current is shot toward the target and nearby enemies, causing magic damage. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<targetType>ENEMY</targetType>
		<affectLimit>5-12</affectLimit>
		<affectObject>NOT_FRIEND</affectObject>
		<affectRange>200</affectRange>
		<affectScope>RANGE</affectScope>
		<castRange>600</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-709</effectPoint>
		<hitTime>3000</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
		<effects>
			<effect name="MagicalDamage">
				<power>1500</power>
			</effect>
		</effects>
	</skill>
	<skill id="16598" toLevel="1" name="Shocking Vicious Strike">
		<!-- Deals great physical damage paralysing for 3 sec. Inflicted status: Confusion (Fear, Aerial Yoke, Faint, Charm, Stun, Paralysis, Knockback, Knockdown). -->
		<icon>icon.skill0791</icon>
		<operateType>A2</operateType>
		<targetType>ENEMY</targetType>
		<abnormalLevel>1</abnormalLevel>
		<abnormalTime>3</abnormalTime>
		<abnormalType>PARALYZE</abnormalType>
		<abnormalVisualEffect>PARALYZE</abnormalVisualEffect>
		<activateRate>90</activateRate>
		<affectScope>SINGLE</affectScope>
		<castRange>100</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-828</effectPoint>
		<hitCancelTime>0</hitCancelTime>
		<hitTime>2500</hitTime>
		<isDebuff>true</isDebuff>
		<isMagic>2</isMagic> <!-- Static Skill -->
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
		<trait>PARALYZE</trait>
		<effects>
			<effect name="PhysicalDamage"> <!-- TODO -->
				<power>100000</power>
			</effect>
			<effect name="BlockActions">
				<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912;7002;18721;18722;28203;30516;35190</allowedSkills>
			</effect>
		</effects>
	</skill>
	<skill id="16599" toLevel="1" name="Piercing Bolt">
		<!-- A powerful, penetrating range attack arrow is shot toward the target and nearby enemies, dealing physical damage. -->
		<icon>icon.skill0000</icon>
		<operateType>A1</operateType>
		<targetType>ENEMY</targetType>
		<affectLimit>10-25</affectLimit>
		<affectObject>NOT_FRIEND</affectObject>
		<affectScope>FAN_PB</affectScope>
		<castRange>900</castRange>
		<coolTime>500</coolTime>
		<effectPoint>-709</effectPoint>
		<fanRange>0;0;1100;120</fanRange>
		<hitTime>2500</hitTime>
		<isMagic>1</isMagic>
		<mpConsume>10</mpConsume>
		<reuseDelay>10000</reuseDelay>
		<effects>
			<effect name="PhysicalDamage"> <!-- TODO -->
				<power>100000</power>
			</effect>
		</effects>
	</skill>
</list>
