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l2j_mobius/trunk/dist/game/data_classic/stats/skills/11500-11599.xml
2015-05-02 03:45:56 +00:00

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<?xml version="1.0" encoding="UTF-8"?>
<list xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../xsd/skills.xsd">
<skill id="11500" levels="1" name="Heavy Hit">
<!-- AUTO GENERATED SKILL -->
<!-- Inflicts a powerful blow on target. -->
<set name="icon" val="icon.skill10317" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="71" />
<set name="castRange" val="900" />
<set name="hitTime" val="1000" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="10000" />
<set name="isMagic" val="1" />
</skill>
<skill id="11501" levels="1" name="Superior Dual Weapon Mastery" enchantGroup1="10">
<!-- When a dualsword/blunt is equipped, P. Atk. + 20%, Atk. Spd. + 20%, P. Critical Damage + 15%, P. Accuracy + 4, Speed + 13, normal hit damage to monsters + 20%. Chance to activate Physical Pose during a normal attack. Depending on STR, your STR can reset cooldown or double skill effect duration. -->
<table name="#ench1pAtk"> 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="icon" val="icon.skill10252" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<mul stat="pAtk" val="1.20">
<using kind="DUAL, DUALBLUNT" />
</mul>
<mul stat="pAtkSpd" val="1.20">
<using kind="DUAL, DUALBLUNT" />
</mul>
<mul stat="cAtk" val="1.15">
<using kind="DUAL, DUALBLUNT" />
</mul>
<add stat="accCombat" val="4">
<using kind="DUAL, DUALBLUNT" />
</add>
<add stat="runSpd" val="13">
<using kind="DUAL, DUALBLUNT" />
</add>
<mul stat="pvePhysDmg" val="1.20">
<using kind="DUAL, DUALBLUNT" />
</mul>
<add stat="skillCritical" val="1" /> <!-- STR -->
</effect>
</for>
<enchant1for>
<effect name="Buff">
<mul stat="pAtk" val="#ench1pAtk">
<using kind="DUAL, DUALBLUNT" />
</mul>
<mul stat="pAtkSpd" val="1.20">
<using kind="DUAL, DUALBLUNT" />
</mul>
<mul stat="cAtk" val="1.15">
<using kind="DUAL, DUALBLUNT" />
</mul>
<add stat="accCombat" val="4">
<using kind="DUAL, DUALBLUNT" />
</add>
<add stat="runSpd" val="13">
<using kind="DUAL, DUALBLUNT" />
</add>
<mul stat="pvePhysDmg" val="1.20">
<using kind="DUAL, DUALBLUNT" />
</mul>
<add stat="skillCritical" val="1" /> <!-- STR -->
</effect>
</enchant1for>
</skill>
<skill id="11502" levels="1" name="Superior Robe Mastery" enchantGroup1="10">
<!-- Max HP + 4636 and P. Def. + 1033 when equipped with a Robe. -->
<table name="#ench1pDef"> 1063 1093 1123 1153 1183 1213 1243 1273 1303 1335 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="icon" val="icon.skill11252" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="maxHp" val="4636">
<using kind="MAGIC" />
</add>
<add stat="pDef" val="1033">
<using kind="MAGIC" />
</add>
</effect>
</for>
<enchant1for>
<effect name="Buff">
<add stat="maxHp" val="4636">
<using kind="MAGIC" />
</add>
<add stat="pDef" val="#ench1pDef">
<using kind="MAGIC" />
</add>
</effect>
</enchant1for>
</skill>
<skill id="11503" levels="1" name="Superior Light Armor Mastery" enchantGroup1="10">
<!-- Max HP + 4636, P. Def. + 1040 and MP Recovery Bonus + 25% when equipped with Light Armor. -->
<table name="#ench1pDef"> 1070 1100 1130 1160 1190 1220 1250 1280 1310 1344 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="icon" val="icon.skill10254" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="maxHp" val="4636">
<using kind="LIGHT" />
</add>
<add stat="pDef" val="1040">
<using kind="LIGHT" />
</add>
<mul stat="regMp" val="1.25" />
</effect>
</for>
<enchant1for>
<effect name="Buff">
<add stat="maxHp" val="4636">
<using kind="LIGHT" />
</add>
<add stat="pDef" val="#ench1pDef">
<using kind="LIGHT" />
</add>
<mul stat="regMp" val="1.25" />
</effect>
</enchant1for>
</skill>
<skill id="11504" levels="1" name="Superior Heavy Armor Mastery" enchantGroup1="10">
<!-- Max HP + 4636 and P. Def. + 1194 when equipped with Heavy Armor. -->
<table name="#ench1pDef"> 1229 1264 1299 1334 1369 1404 1439 1474 1509 1545 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="icon" val="icon.skill10002" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="maxHp" val="4636">
<using kind="HEAVY" />
</add>
<add stat="pDef" val="1194">
<using kind="HEAVY" />
</add>
</effect>
</for>
<enchant1for>
<effect name="Buff">
<add stat="maxHp" val="4636">
<using kind="HEAVY" />
</add>
<add stat="pDef" val="#ench1pDef">
<using kind="HEAVY" />
</add>
</effect>
</enchant1for>
</skill>
<skill id="11505" levels="1" name="Superior Anti Magic" enchantGroup1="10">
<!-- M. Def. + 139 and Magic Attack Resistance + 35%. When receiving damage, has a chance of increasing M. Def. and Attribute Resistance momentarily. -->
<table name="#ench1mDef"> 146 154 162 170 178 186 194 202 210 218 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="icon" val="icon.skill10004" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="mDef" val="139" />
<mul stat="magicSuccRes" val="1.35" />
</effect>
<effect name="TriggerSkillByDamage">
<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="1" />
<param chance="20" />
<param skillId="10058" skillLevel="1" />
<param targetType="SELF" />
</effect>
</for>
<enchant1for>
<effect name="Buff">
<add stat="mDef" val="#ench1mDef" />
<mul stat="magicSuccRes" val="1.35" />
</effect>
<effect name="TriggerSkillByDamage">
<param attackerType="L2Playable" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="1" />
<param chance="20" />
<param skillId="10058" skillLevel="1" />
<param targetType="SELF" />
</effect>
</enchant1for>
</skill>
<skill id="11506" levels="1" name="Superior HP Boost" enchantGroup1="10">
<!-- STR + 2 and Max HP + 366. -->
<table name="#ench1maxHp"> 390 414 438 462 486 509 533 557 581 605 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="icon" val="icon.skill0211" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="maxHp" val="366" />
</effect>
</for>
<enchant1for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="maxHp" val="#ench1maxHp" />
</effect>
</enchant1for>
</skill>
<skill id="11507" levels="1" name="Superior MP Boost" enchantGroup1="10">
<!-- STR + 2 and Max MP + 313. -->
<table name="#ench1maxMp"> 333 354 374 395 415 435 456 476 497 517 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="icon" val="icon.skill0213" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="maxMp" val="313" />
</effect>
</for>
<enchant1for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="maxMp" val="#ench1maxMp" />
</effect>
</enchant1for>
</skill>
<skill id="11508" levels="6" name="Assault Rush">
<!-- AUTO GENERATED SKILL -->
<!-- Rushes the enemy to inflict Stun for 1 second. Requires a sword, dualsword or dual blunt to be equipped. -->
<table name="#enchPdamPower">4040 4140 4240 4340 4440 4540 4640 4740 4840 4940 5040</table>
<table name="#magicLvl">85 87 90 93 96 99</table>
<table name="#effectPower">82 83 84 85 86 87</table>
<table name="#mpConsume">38 39 41 43 45 47</table>
<set name="magicLvl" val="#magicLvl" />
<set name="mpConsume" val="#mpConsume" />
<set name="effectRange" val="800" />
<set name="flyType" val="CHARGE" />
<set name="nextActionAttack" val="true" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="skillType" val="DUMMY" />
<set name="targetType" val="ONE" />
<set name="hitTime" val="800" />
<set name="coolTime" val="200" />
<set name="castRange" val="600" />
<set name="reuseDelay" val="10000" />
<set name="isDebuff" val="true" />
<set name="trait" val="SHOCK" />
<enchant1 name="skillType" val="PDAM" />
<enchant1 name="power" val="#enchPdamPower" />
<enchant1 name="SSBoost" val="2.0" />
<cond addName="1" msgId="113">
<using kind="DUAL, DUALBLUNT" />
<target mindistance="200" />
</cond>
<for>
<effect name="PhysicalAttack" />
<effect name="Debuff">
<mul stat="pAtk" val="0.60" />
<mul stat="mAtk" val="0.60" />
</effect>
</for>
<!--<for>
<effect name="EnemyCharge" noicon="1" val="0" />
<effect abnormalLvl="1" abnormalTime="1" abnormalType="stun" effectPower="#effectPower" effectType="STUN"
name="Stun" val="0" />
</for>-->
</skill>
<skill id="11509" levels="8" name="Crippling Attack" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10" enchantGroup4="10" enchantGroup5="10" enchantGroup6="10" enchantGroup7="10" enchantGroup8="10">
<!-- Attacks target with 14608 Power added to P. Atk. For 20 seconds, P. Def. and M. Def. - 40% and P. Evasion - 15. Requires a sword, dualsword or dual blunt to be equipped. Over-hit. Critical. -->
<table name="#abnormalLvls"> 1 2 3 4 5 6 7 8 </table>
<table name="#magicLvl"> 85 86 88 90 92 94 96 98 </table>
<table name="#mpConsumes"> 46 47 48 50 52 53 55 57 </table>
<table name="#power"> 14608 15192 16360 17528 18696 19864 21032 22200 </table>
<table name="#ench1MpConsume"> 54 52 50 47 45 43 41 38 36 34 </table>
<table name="#enchDuel"> 23368 23952 24536 25120 25704 26288 26872 27456 28040 28624 </table>
<table name="#enchElementPower"> 1 2 3 4 5 6 7 8 9 10 </table>
<table name="#enchMagicLvl"> 98 98 98 98 98 99 99 99 99 99 </table>
<table name="#enchPower"> 23368 23952 24536 25120 25704 26288 26872 27456 28040 28624 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalTime" val="20" />
<set name="abnormalType" val="CRIPPLING_ATTACK" />
<set name="baseCritRate" val="15" />
<set name="castRange" val="40" />
<set name="coolTime" val="300" />
<set name="hitTime" val="910" />
<set name="icon" val="icon.skill11509" />
<set name="magicLvl" val="#magicLvl" />
<set name="mpConsume" val="#mpConsumes" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="overHit" val="true" />
<set name="power" val="#power" />
<set name="reuseDelay" val="7000" />
<set name="rideState" val="NONE" />
<set name="targetType" val="ONE" />
<set name="isDebuff" val="true" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="power" val="#enchPower" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="pvpPower" val="#enchDuel" />
<enchant3 name="element" val="0" /> <!-- Fire -->
<enchant3 name="elementPower" val="#enchElementPower" />
<enchant3 name="magicLvl" val="#enchMagicLvl" />
<enchant3 name="power" val="#enchPower" />
<enchant4 name="element" val="1" /> <!-- Water -->
<enchant4 name="elementPower" val="#enchElementPower" />
<enchant4 name="magicLvl" val="#enchMagicLvl" />
<enchant4 name="power" val="#enchPower" />
<enchant5 name="element" val="2" /> <!-- Wind -->
<enchant5 name="elementPower" val="#enchElementPower" />
<enchant5 name="magicLvl" val="#enchMagicLvl" />
<enchant5 name="power" val="#enchPower" />
<enchant6 name="element" val="3" /> <!-- Earth -->
<enchant6 name="elementPower" val="#enchElementPower" />
<enchant6 name="magicLvl" val="#enchMagicLvl" />
<enchant6 name="power" val="#enchPower" />
<enchant7 name="element" val="4" /> <!-- Holy -->
<enchant7 name="elementPower" val="#enchElementPower" />
<enchant7 name="magicLvl" val="#enchMagicLvl" />
<enchant7 name="power" val="#enchPower" />
<enchant8 name="element" val="5" /> <!-- Unholy -->
<enchant8 name="elementPower" val="#enchElementPower" />
<enchant8 name="magicLvl" val="#enchMagicLvl" />
<enchant8 name="power" val="#enchPower" />
<cond msgId="113" addName="1">
<using kind="SWORD, DUAL, DUALBLUNT" />
</cond>
<for>
<effect name="PhysicalAttack" />
<effect name="Debuff">
<mul stat="pDef" val="0.60" />
<sub stat="rEvas" val="15" />
</effect>
</for>
</skill>
<skill id="11510" levels="8" name="Shadow Blade" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10" enchantGroup4="10" enchantGroup5="10" enchantGroup6="10" enchantGroup7="10" enchantGroup8="10">
<!-- Attacks target with 14608 Power added to P. Atk. For 20 seconds, P. Atk. and M. Atk. - 40%. Requires a sword, dualsword or dual blunt to be equipped. Over-hit. Critical. -->
<table name="#abnormalLvls"> 1 2 3 4 5 6 7 8 </table>
<table name="#magicLvl"> 85 87 89 91 93 95 97 99 </table>
<table name="#mpConsumes"> 50 51 53 55 57 59 60 62 </table>
<table name="#power"> 14608 15776 16944 18112 19280 20448 21616 22784 </table>
<table name="#ench1MpConsume"> 59 57 54 52 49 47 44 42 39 37 </table>
<table name="#enchDuel"> 23368 23952 24536 25120 25704 26288 26872 27456 28040 28624 </table>
<table name="#enchElementPower"> 1 2 3 4 5 6 7 8 9 10 </table>
<table name="#enchPower"> 23368 23952 24536 25120 25704 26288 26872 27456 28040 28624 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalTime" val="20" />
<set name="abnormalType" val="SHADOW_BLADE" />
<set name="baseCritRate" val="15" />
<set name="castRange" val="40" />
<set name="coolTime" val="300" />
<set name="hitTime" val="1010" />
<set name="icon" val="icon.skill11510" />
<set name="magicLvl" val="#magicLvl" />
<set name="mpConsume" val="#mpConsumes" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="overHit" val="true" />
<set name="power" val="#power" />
<set name="reuseDelay" val="7000" />
<set name="rideState" val="NONE" />
<set name="targetType" val="ONE" />
<set name="isDebuff" val="true" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="power" val="#enchPower" />
<enchant2 name="pvpPower" val="#enchDuel" />
<enchant3 name="element" val="0" /> <!-- Fire -->
<enchant3 name="elementPower" val="#enchElementPower" />
<enchant3 name="power" val="#enchPower" />
<enchant4 name="element" val="1" /> <!-- Water -->
<enchant4 name="elementPower" val="#enchElementPower" />
<enchant4 name="power" val="#enchPower" />
<enchant5 name="element" val="2" /> <!-- Wind -->
<enchant5 name="elementPower" val="#enchElementPower" />
<enchant5 name="power" val="#enchPower" />
<enchant6 name="element" val="3" /> <!-- Earth -->
<enchant6 name="elementPower" val="#enchElementPower" />
<enchant6 name="power" val="#enchPower" />
<enchant7 name="element" val="4" /> <!-- Holy -->
<enchant7 name="elementPower" val="#enchElementPower" />
<enchant7 name="power" val="#enchPower" />
<enchant8 name="element" val="5" /> <!-- Unholy -->
<enchant8 name="elementPower" val="#enchElementPower" />
<enchant8 name="power" val="#enchPower" />
<cond msgId="113" addName="1">
<using kind="SWORD, DUAL, DUALBLUNT" />
</cond>
<for>
<effect name="PhysicalAttack" />
<effect name="Debuff">
<mul stat="pAtk" val="0.60" />
<mul stat="mAtk" val="0.60" />
</effect>
</for>
</skill>
<skill id="11511" levels="8" name="Death Strike" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10" enchantGroup4="10" enchantGroup5="10" enchantGroup6="10" enchantGroup7="10" enchantGroup8="10">
<!-- Attacks target with 21642 Power added to P. Atk. Requires a sword, blunt, dualsword, or dual blunt weapon. Over-hit. Critical. -->
<table name="#magicLvl"> 85 86 88 90 92 94 96 98 </table>
<table name="#mpConsumes"> 73 74 76 79 82 84 87 90 </table>
<table name="#power"> 21642 22507 24237 25967 27697 29427 31157 32887 </table>
<table name="#ench1MpConsume"> 86 82 79 75 72 68 64 61 57 54 </table>
<table name="#enchDuel"> 34617 35482 36347 37212 38077 38942 39807 40672 41537 42402 </table>
<table name="#enchElementPower"> 21 22 23 24 25 26 27 28 29 30 </table>
<table name="#enchMagicLvl"> 98 98 98 98 98 99 99 99 99 99 </table>
<table name="#enchPower"> 30209 30896 31584 32272 32959 33647 34334 35022 35710 36397 </table>
<set name="castRange" val="40" />
<set name="coolTime" val="500" />
<set name="hitTime" val="1410" />
<set name="icon" val="icon.skill11511" />
<set name="magicLvl" val="#magicLvl" />
<set name="mpConsume" val="#mpConsumes" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="overHit" val="true" />
<set name="power" val="#power" />
<set name="reuseDelay" val="7000" />
<set name="rideState" val="NONE" />
<set name="targetType" val="ONE" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="power" val="#enchPower" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="pvpPower" val="#enchDuel" />
<enchant3 name="element" val="0" /> <!-- Fire -->
<enchant3 name="elementPower" val="#enchElementPower" />
<enchant3 name="magicLvl" val="#enchMagicLvl" />
<enchant3 name="power" val="#enchPower" />
<enchant4 name="element" val="1" /> <!-- Water -->
<enchant4 name="elementPower" val="#enchElementPower" />
<enchant4 name="magicLvl" val="#enchMagicLvl" />
<enchant4 name="power" val="#enchPower" />
<enchant5 name="element" val="2" /> <!-- Wind -->
<enchant5 name="elementPower" val="#enchElementPower" />
<enchant5 name="magicLvl" val="#enchMagicLvl" />
<enchant5 name="power" val="#enchPower" />
<enchant6 name="element" val="3" /> <!-- Earth -->
<enchant6 name="elementPower" val="#enchElementPower" />
<enchant6 name="magicLvl" val="#enchMagicLvl" />
<enchant6 name="power" val="#enchPower" />
<enchant7 name="element" val="4" /> <!-- Holy -->
<enchant7 name="elementPower" val="#enchElementPower" />
<enchant7 name="magicLvl" val="#enchMagicLvl" />
<enchant7 name="power" val="#enchPower" />
<enchant8 name="element" val="5" /> <!-- Unholy -->
<enchant8 name="elementPower" val="#enchElementPower" />
<enchant8 name="magicLvl" val="#enchMagicLvl" />
<enchant8 name="power" val="#enchPower" />
<cond msgId="113" addName="1">
<using kind="SWORD, BLUNT, DUAL, DUALBLUNT" />
</cond>
<for>
<effect name="PhysicalAttack" />
</for>
</skill>
<skill id="11513" levels="8" name="Mass Crippling Attack">
<table name="#ench1MpConsume">153 147 140 134 128 121 115 108 102 96</table>
<table name="#enchPower">15555 15907 16260 16613 16966 17318 17671 18024 18377 18730</table>
<table name="#enchElementPower">21 22 23 24 25 26 27 28 29 30</table>
<table name="#magicLvl">85 86 88 90 92 94 96 98</table>
<table name="#power">10263 10616 11322 12027 12733 13438 14144 14849</table>
<table name="#mpConsume">130 132 136 142 146 150 156 160</table>
<set name="mpConsume" val="#mpConsume" />
<set name="power" val="#power" />
<set name="magicLvl" val="#magicLvl" />
<set name="targetType" val="AREA" />
<set name="skillRadius" val="150" />
<set name="abnormalTime" val="20" />
<set name="isDebuff" val="true" />
<set name="skillType" val="PDAM" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="hitTime" val="1210" />
<set name="coolTime" val="500" />
<set name="castRange" val="200" />
<set name="reuseDelay" val="10000" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="power" val="#enchPower" />
<enchant2 name="pvpPower" val="#enchPower" />
<enchant3 name="elementPower" val="#enchElementPower" />
<enchant3 name="element" val="0" />
<enchant3 name="power" val="#enchPower" />
<enchant4 name="elementPower" val="#enchElementPower" />
<enchant4 name="element" val="1" />
<enchant4 name="power" val="#enchPower" />
<enchant5 name="elementPower" val="#enchElementPower" />
<enchant5 name="element" val="2" />
<enchant5 name="power" val="#enchPower" />
<enchant6 name="elementPower" val="#enchElementPower" />
<enchant6 name="element" val="3" />
<enchant6 name="power" val="#enchPower" />
<enchant7 name="elementPower" val="#enchElementPower" />
<enchant7 name="element" val="4" />
<enchant7 name="power" val="#enchPower" />
<enchant8 name="elementPower" val="#enchElementPower" />
<enchant8 name="element" val="5" />
<enchant8 name="power" val="#enchPower" />
<cond msgId="113" addName="1">
<using kind="SWORD, BLUNT, DUAL, DUALBLUNT" />
</cond>
<for>
<effect name="PhysicalAttack" />
<effect name="Debuff">
<mul stat="mDef" val="0.6" />
<mul stat="pDef" val="0.6" />
</effect>
</for>
<for>
<effect name="PhysicalAttack" />
<effect name="Debuff">
<mul stat="mDef" val="0.6" />
<mul stat="pDef" val="0.6" />
<!--<sub stat="rEvas" val="15" />-->
</effect>
</for>
</skill>
<skill id="11514" levels="8" name="Mass Shadow Blade">
<table name="#ench1MpConsume">174 167 160 152 145 138 131 123 116 109</table>
<table name="#enchPower">17743 18145 18546 18948 19349 19751 20152 20554 20955 21356</table>
<table name="#enchElementPower">21 22 23 24 25 26 27 28 29 30</table>
<table name="#magicLvl">85 87 89 91 93 95 97 99</table>
<table name="#power">11722 12525 13327 14130 14933 15736 16539 17342</table>
<table name="#abormalLvl">1 2 3 4 5 6 7 8</table>
<table name="#mpConsume">146 150 156 160 166 172 176 182</table>
<set name="mpConsume" val="#mpConsume" />
<set name="power" val="#power" />
<set name="magicLvl" val="#magicLvl" />
<set name="targetType" val="AREA" />
<set name="skillRadius" val="150" />
<set name="abnormalTime" val="20" />
<set name="isDebuff" val="true" />
<set name="skillType" val="PDAM" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="hitTime" val="1410" />
<set name="coolTime" val="500" />
<set name="castRange" val="200" />
<set name="reuseDelay" val="10000" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="power" val="#enchPower" />
<enchant2 name="pvpPower" val="#enchPower" />
<enchant3 name="elementPower" val="#enchElementPower" />
<enchant3 name="element" val="0" />
<enchant3 name="power" val="#enchPower" />
<enchant4 name="elementPower" val="#enchElementPower" />
<enchant4 name="element" val="1" />
<enchant4 name="power" val="#enchPower" />
<enchant5 name="elementPower" val="#enchElementPower" />
<enchant5 name="element" val="2" />
<enchant5 name="power" val="#enchPower" />
<enchant6 name="elementPower" val="#enchElementPower" />
<enchant6 name="element" val="3" />
<enchant6 name="power" val="#enchPower" />
<enchant7 name="elementPower" val="#enchElementPower" />
<enchant7 name="element" val="4" />
<enchant7 name="power" val="#enchPower" />
<enchant8 name="elementPower" val="#enchElementPower" />
<enchant8 name="element" val="5" />
<enchant8 name="power" val="#enchPower" />
<cond msgId="113" addName="1">
<using kind="SWORD, BLUNT, DUAL, DUALBLUNT" />
</cond>
<for>
<effect name="PhysicalAttack" />
<effect name="Debuff">
<mul stat="mDef" val="0.6" />
<mul stat="pDef" val="0.6" />
</effect>
</for>
</skill>
<skill id="11515" levels="5" name="Confusion Bomber">
<!-- AUTO GENERATED SKILL -->
<!-- Curses target with darkness. For 5 seconds, decreases Speed and Atk. Spd. by 5%. After 5 seconds, detonates target to inflict damage nearby. Requires a sword, dualsword or dual blunt to be equipped. -->
<table name="#mpConsumes"> 76 80 84 88 92 </table>
<set name="icon" val="icon.skill11515" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="200" />
<set name="hitTime" val="1210" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="180000" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11516" levels="15" name="Curse Explosion">
<!-- AUTO GENERATED SKILL -->
<set name="icon" val="icon.skill1170" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="SELF" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11517" levels="4" name="Horn Melody" enchantGroup1="10" enchantGroup2="10">
<!-- For 30 minutes, all party members' P. Atk. + 17%, P. Def. + 15%, M. Atk. + 79%, and M. Def. + 30%. -->
<table name="#ench1MpConsume"> 138 132 126 120 115 109 103 97 92 86 </table>
<table name="#ench1MpInitialConsume"> 35 34 32 31 29 28 26 25 23 22 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#abnormalLvls"> 1 2 3 4 </table>
<table name="#mpConsumes"> 140 151 170 181 </table>
<table name="#mpInitialConsumes"> 28 31 34 37 </table>
<table name="#magicLvl"> 85 90 95 99 </table>
<table name="#pAtk"> 1.17 1.19 1.21 1.23 </table>
<table name="#pDef"> 1.15 1.15 1.15 1.15 </table>
<table name="#mAtk"> 1.79 1.83 1.87 1.91 </table>
<table name="#mDef"> 1.30 1.30 1.30 1.30 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalTime" val="1800" />
<set name="abnormalType" val="MELODY_HORN" />
<set name="affectRange" val="1000" />
<set name="icon" val="icon.skill11517" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="#mpConsumes" />
<set name="mpInitialConsume" val="#mpInitialConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="isMagic" val="1" />
<set name="magicLvl" val="#magicLvl" />
<set name="reuseDelay" val="2000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<mul stat="pAtk" val="#pAtk" />
<mul stat="pDef" val="#pDef" />
<mul stat="mAtk" val="#mAtk" />
<mul stat="mDef" val="#mDef" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;PD_UP;MA_UP;MD_UP;IMPROVE_MA_MD_UP;IMPROVE_PA_PD_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;PD_UP;MA_UP;MD_UP;IMPROVE_MA_MD_UP;IMPROVE_PA_PD_UP" />
</effect>
</for>
</skill>
<skill id="11518" levels="4" name="Drum Melody" enchantGroup1="10" enchantGroup2="10">
<!-- For 30 minutes, party members' Max MP + 20%, HP Recovery Bonus + 20%, M. Critical Rate + 20, Critical Damage during a normal attack + 20%, P. Atk. + 10%, P. Def. + 20%, Atk. Spd. + 20%, M. Atk. + 20%, M. Def. + 20%, Casting Spd. + 20%, Debuff Resistance + 10%, damage received from critical attacks - 30% and Speed - 15%. Party members equipped with melee weapons/bows/crossbows have increased Critical Damage after receiving an amount of damage. -->
<table name="#ench1MpConsume"> 138 132 126 120 115 109 103 97 92 86 </table>
<table name="#ench1MpInitialConsume"> 35 34 32 31 29 28 26 25 23 22 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#abnormalLvls"> 1 2 3 4</table>
<table name="#mpConsumes"> 140 151 170 181 </table>
<table name="#mpInitialConsumes"> 28 31 34 37 </table>
<table name="#magicLvl"> 85 90 95 99 </table>
<table name="#maxMp"> 1.20 1.20 1.20 1.20 </table>
<table name="#regHp"> 1.20 1.20 1.20 1.20 </table>
<table name="#mCritRate"> 20 20 20 20 </table>
<table name="#cAtk"> 20 20 20 20 </table>
<table name="#pAtk"> 1.10 1.10 1.10 1.10 </table>
<table name="#pDef"> 1.20 1.20 1.20 1.20 </table>
<table name="#pAtkSpd"> 1.20 1.20 1.20 1.20 </table>
<table name="#mAtk"> 1.20 1.20 1.20 1.20 </table>
<table name="#mDef"> 1.20 1.20 1.20 1.20 </table>
<table name="#mAtkSpd"> 1.20 1.20 1.20 1.20 </table>
<table name="#debuffVuln"> 1.10 1.10 1.10 1.10 </table>
<table name="#defCritDamage"> 1.30 1.30 1.30 1.30 </table>
<table name="#runSpd"> 0.85 0.90 0.95 1.0 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalType" val="MELODY_DRUM" />
<set name="abnormalTime" val="1800" />
<set name="affectRange" val="1000" />
<set name="icon" val="icon.skill11522" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="#mpConsumes" />
<set name="mpInitialConsume" val="#mpInitialConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="isMagic" val="1" />
<set name="magicLvl" val="#magicLvl" />
<set name="reuseDelay" val="2000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<mul stat="maxMp" val="#maxMp" />
<mul stat="regHp" val="#regHp" />
<add stat="mCritRate" val="#mCritRate" />
<add stat="cAtk" val="#cAtk" />
<mul stat="pAtk" val="#pAtk" />
<mul stat="pDef" val="#pDef" />
<mul stat="pAtkSpd" val="#pAtkSpd" />
<mul stat="mAtk" val="#mAtk" />
<mul stat="mDef" val="#mDef" />
<mul stat="mAtkSpd" val="#mAtkSpd" />
<mul stat="runSpd" val="#runSpd" />
<mul stat="debuffVuln" val="#debuffVuln" />
<mul stat="defCritDamage" val="#defCritDamage" />
</effect>
<effect name="TriggerSkillByDamage">
<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="300" />
<param chance="25" />
<param skillId="11569" skillLevel="1" /> <!-- Critical Damage Increase -->
<param targetType="SELF" />
<param allowWeapons="SWORD,BLUNT,DAGGER,DUALDAGGER,DUAL,DUALFIST,POLE,ANCIENTSWORD,RAPIER,BOW,CROSSBOW,DUALBLUNT" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="MAX_MP_UP;HP_REGEN_UP;MAGIC_CRITICAL_UP;PA_UP;PD_UP;ATTACK_TIME_DOWN;MA_UP;MD_UP;CASTING_TIME_DOWN;SPEED_UP;IMPROVE_MA_MD_UP;IMPROVE_PA_PD_UP;COUNTER_CRITICAL" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="MAX_MP_UP;HP_REGEN_UP;MAGIC_CRITICAL_UP;PA_UP;PD_UP;ATTACK_TIME_DOWN;MA_UP;MD_UP;CASTING_TIME_DOWN;SPEED_UP;IMPROVE_MA_MD_UP;IMPROVE_PA_PD_UP;COUNTER_CRITICAL" />
</effect>
</for>
</skill>
<skill id="11519" levels="4" name="Pipe Organ Melody" enchantGroup1="10" enchantGroup2="10">
<!-- For 30 minutes, party members' Max HP + 37%, Max MP + 37%, Max CP + 37%, and HP Recovery Bonus + 20%. -->
<table name="#ench1MpConsume"> 138 132 126 120 115 109 103 97 92 86 </table>
<table name="#ench1MpInitialConsume"> 35 34 32 31 29 28 26 25 23 22 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#abnormalLvls"> 1 2 3 4 </table>
<table name="#mpConsumes"> 140 151 170 181 </table>
<table name="#mpInitialConsumes"> 28 31 34 37 </table>
<table name="#magicLvl"> 85 90 95 99 </table>
<table name="#maxHp"> 1.37 1.39 1.41 1.43 </table>
<table name="#maxMp"> 1.37 1.39 1.41 1.43 </table>
<table name="#maxCp"> 1.37 1.39 1.41 1.43 </table>
<table name="#regHp"> 1.20 1.20 1.20 1.20 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalType" val="MELODY_PIPE" />
<set name="abnormalTime" val="1800" />
<set name="affectRange" val="1000" />
<set name="icon" val="icon.skill11519" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="#mpConsumes" />
<set name="mpInitialConsume" val="#mpInitialConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="isMagic" val="1" />
<set name="magicLvl" val="#magicLvl" />
<set name="reuseDelay" val="2000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<mul stat="maxHp" val="#maxHp" />
<mul stat="maxMp" val="#maxMp" />
<mul stat="maxCp" val="#maxCp" />
<mul stat="regHp" val="#regHp" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="MAX_HP_UP;MAX_MP_UP;HP_REGEN_UP;IMPROVE_HP_MP_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="MAX_HP_UP;MAX_MP_UP;HP_REGEN_UP;IMPROVE_HP_MP_UP" />
</effect>
</for>
</skill>
<skill id="11520" levels="4" name="Guitar Melody" enchantGroup1="10" enchantGroup2="10">
<!-- For 30 minutes, party members' P. Critical Rate + 32%, P. Critical Damage + 35%, M. Critical Rate + 20 , and MP Consumption - 20% for physical skills and - 10% for magic skills. Iss Enchanter's Enchant Skill MP Consumption - 20%. -->
<table name="#ench1MpConsume"> 138 132 126 120 115 109 103 97 92 86 </table>
<table name="#ench1MpInitialConsume"> 35 34 32 31 29 28 26 25 23 22 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#abnormalLvls"> 1 2 3 4 </table>
<table name="#mpConsumes"> 140 151 170 181 </table>
<table name="#mpInitialConsumes"> 28 31 34 37 </table>
<table name="#magicLvl"> 85 90 95 99 </table>
<table name="#rCrit"> 1.32 1.34 1.36 1.38 </table>
<table name="#cAtk"> 1.35 1.35 1.35 1.35 </table>
<table name="#mCritRate"> 20 20 20 20 </table>
<table name="#magicMpConsumeRate"> 0.90 0.90 0.90 0.90 </table>
<table name="#physMpConsumeRate"> 0.80 0.80 0.80 0.80 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalType" val="MELODY_GUITAR" />
<set name="abnormalTime" val="1800" />
<set name="affectRange" val="1000" />
<set name="icon" val="icon.skill11520" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="#mpConsumes" />
<set name="mpInitialConsume" val="#mpInitialConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="isMagic" val="1" />
<set name="magicLvl" val="#magicLvl" />
<set name="reuseDelay" val="2000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<mul stat="rCrit" val="#rCrit" />
<mul stat="cAtk" val="#cAtk" />
<add stat="mCritRate" val="#mCritRate" />
<mul stat="MagicalMpConsumeRate" val="#magicMpConsumeRate" />
<mul stat="PhysicalMpConsumeRate" val="#physMpConsumeRate" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="CRITICAL_DMG_UP;CRITICAL_PROB_UP;MAGIC_CRITICAL_UP;CHEAP_MAGIC;IMPROVE_HIT_DEFENCE_CRT_RATE_UP;IMPROVE_CRT_RATE_DMG_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="CRITICAL_DMG_UP;CRITICAL_PROB_UP;MAGIC_CRITICAL_UP;CHEAP_MAGIC;IMPROVE_HIT_DEFENCE_CRT_RATE_UP;IMPROVE_CRT_RATE_DMG_UP" />
</effect>
</for>
</skill>
<skill id="11521" levels="4" name="Harp Melody" enchantGroup1="10" enchantGroup2="10">
<!-- For 30 minutes, party members' P. Accuracy + 5, P. and M. Evasion + 5, Speed + 34 and received Critical Damage - 30%. -->
<table name="#ench1MpConsume"> 138 132 126 120 115 109 103 97 92 86 </table>
<table name="#ench1MpInitialConsume"> 35 34 32 31 29 28 26 25 23 22 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#abnormalLvls"> 1 2 3 4 </table>
<table name="#mpConsumes"> 140 151 170 181 </table>
<table name="#mpInitialConsumes"> 28 31 34 37 </table>
<table name="#magicLvl"> 85 90 95 99 </table>
<table name="#accCombat"> 5 6 7 8 </table>
<table name="#rEvas"> 5 6 7 8 </table>
<table name="#mEvas"> 5 6 7 8 </table>
<table name="#runSpd"> 34 35 36 37 </table>
<table name="#defCritDamage"> 1.30 1.30 1.30 1.30 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalType" val="MELODY_HARP" />
<set name="abnormalTime" val="1800" />
<set name="affectRange" val="1000" />
<set name="icon" val="icon.skill11521" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="#mpConsumes" />
<set name="mpInitialConsume" val="#mpInitialConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="isMagic" val="1" />
<set name="magicLvl" val="#magicLvl" />
<set name="reuseDelay" val="2000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<add stat="accCombat" val="#accCombat" />
<add stat="rEvas" val="#rEvas" />
<add stat="mEvas" val="#mEvas" />
<add stat="runSpd" val="#runSpd" />
<mul stat="defCritDamage" val="#defCritDamage" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="AVOID_UP;HIT_UP;SPEED_UP;CRITICAL_DMG_DOWN;IMPROVE_SPEED_AVOID_UP;IMPROVE_VAMPIRIC_HASTE" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="AVOID_UP;HIT_UP;SPEED_UP;CRITICAL_DMG_DOWN;IMPROVE_SPEED_AVOID_UP;IMPROVE_VAMPIRIC_HASTE" />
</effect>
</for>
</skill>
<skill id="11522" levels="4" name="Lute Melody" enchantGroup1="10" enchantGroup2="10">
<!-- For 30 minutes, party members' Atk. Spd. + 34% and Casting Spd. + 31%. Also has a chance of triggering a 9% Vampiric Rage effect during a normal attack. -->
<table name="#ench1MpConsume"> 138 132 126 120 115 109 103 97 92 86 </table>
<table name="#ench1MpInitialConsume"> 35 34 32 31 29 28 26 25 23 22 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#abnormalLvls"> 1 2 3 4 </table>
<table name="#mpConsumes"> 140 151 170 181 </table>
<table name="#mpInitialConsumes"> 28 31 34 37 </table>
<table name="#magicLvl"> 85 90 95 99 </table>
<table name="#pAtkSpd"> 1.34 1.35 1.36 1.37 </table>
<table name="#mAtkSpd"> 1.31 1.32 1.33 1.34 </table>
<table name="#absorbDam"> 9 9 9 9 </table>
<set name="abnormalLvl" val="#abnormalLvls" />
<set name="abnormalType" val="MELODY_LUTE" />
<set name="abnormalTime" val="1800" />
<set name="affectRange" val="1000" />
<set name="icon" val="icon.skill11518" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="#mpConsumes" />
<set name="mpInitialConsume" val="#mpInitialConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="isMagic" val="1" />
<set name="magicLvl" val="#magicLvl" />
<set name="reuseDelay" val="2000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="1.34" />
<mul stat="mAtkSpd" val="1.31" />
<add stat="absorbDam" val="9" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="ATTACK_TIME_DOWN;CASTING_TIME_DOWN;VAMPIRIC_ATTACK;IMPROVE_VAMPIRIC_HASTE" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param dispel="ATTACK_TIME_DOWN;CASTING_TIME_DOWN;VAMPIRIC_ATTACK;IMPROVE_VAMPIRIC_HASTE" />
</effect>
</for>
</skill>
<skill id="11523" levels="1" name="Knight's Harmony" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10">
<!-- For 30 minutes, the selected party member's P. Atk. + 12%, P. Critical Damage + 35%, P. Critical Rate + 100%, P. Def. + 45%, Shield Defense Rate + 30% and Shield Defense + 50%. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#enchTraits"> 1 2 3 4 5 6 7 8 9 10 </table>
<set name="abnormalLvl" val="1" />
<set name="abnormalTime" val="1800" />
<set name="abnormalType" val="HARMONY" />
<set name="icon" val="icon.skill11523" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY_MEMBER" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="castRange" val="900" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<mul stat="pAtk" val="1.12" />
<mul stat="pDef" val="1.45" />
<mul stat="rShld" val="1.30" />
<mul stat="sDef" val="1.50" />
<mul stat="cAtk" val="1.35" />
<mul stat="rCrit" val="2" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;PD_UP;SHIELD_DEFENCE_UP;SHIELD_PROB_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;IMPROVE_PA_PD_UP;IMPROVE_CRT_RATE_DMG_UP;IMPROVE_SHIELD_RATE_DEFENCE_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;PD_UP;SHIELD_DEFENCE_UP;SHIELD_PROB_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;IMPROVE_PA_PD_UP;IMPROVE_CRT_RATE_DMG_UP;IMPROVE_SHIELD_RATE_DEFENCE_UP" />
</effect>
</for>
<enchant3for>
<effect name="Buff">
<mul stat="pAtk" val="1.12" />
<mul stat="pDef" val="1.45" />
<mul stat="rShld" val="1.30" />
<mul stat="sDef" val="1.50" />
<mul stat="cAtk" val="1.35" />
<mul stat="rCrit" val="2.00" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;PD_UP;SHIELD_DEFENCE_UP;SHIELD_PROB_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;IMPROVE_PA_PD_UP;IMPROVE_CRT_RATE_DMG_UP;IMPROVE_SHIELD_RATE_DEFENCE_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;PD_UP;SHIELD_DEFENCE_UP;SHIELD_PROB_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;IMPROVE_PA_PD_UP;IMPROVE_CRT_RATE_DMG_UP;IMPROVE_SHIELD_RATE_DEFENCE_UP" />
</effect>
<effect name="AttackTrait">
<param SHOCK="#enchTraits" />
</effect>
</enchant3for>
</skill>
<skill id="11524" levels="1" name="Warrior's Harmony" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10" enchantGroup4="10" enchantGroup5="10">
<!-- For 30 minutes, the selected party member's P. Atk. + 35%, P. Critical Damage + 35%, P. Critical Rate + 100%, Atk. Spd. + 8%, M. Atk. + 16%, Casting Spd. + 8% and Speed + 8. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#enchTraits"> 1 2 3 4 5 6 7 8 9 10 </table>
<set name="abnormalLvl" val="1" />
<set name="abnormalTime" val="1800" />
<set name="abnormalType" val="HARMONY" />
<set name="icon" val="icon.skill11524" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY_MEMBER" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="castRange" val="900" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<for>
<effect name="Buff">
<mul stat="pAtk" val="1.35" />
<mul stat="cAtk" val="1.35" />
<mul stat="rCrit" val="2.00" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mAtk" val="1.16" />
<mul stat="mAtkSpd" val="1.08" />
<add stat="runSpd" val="8" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" />
</effect>
</for>
<enchant3for>
<effect name="Buff">
<mul stat="pAtk" val="1.35" />
<mul stat="cAtk" val="1.35" />
<mul stat="rCrit" val="2.00" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mAtk" val="1.16" />
<mul stat="mAtkSpd" val="1.08" />
<add stat="runSpd" val="8" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" />
</effect>
<effect name="AttackTrait">
<param KNOCKDOWN="#enchTraits" />
</effect>
</enchant3for>
<enchant4for>
<effect name="Buff">
<mul stat="pAtk" val="1.35" />
<mul stat="cAtk" val="1.35" />
<mul stat="rCrit" val="2.00" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mAtk" val="1.16" />
<mul stat="mAtkSpd" val="1.08" />
<add stat="runSpd" val="8" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" />
</effect>
<effect name="AttackTrait">
<param POISON="#enchTraits" />
</effect>
</enchant4for>
<enchant5for>
<effect name="Buff">
<mul stat="pAtk" val="1.35" />
<mul stat="cAtk" val="1.35" />
<mul stat="rCrit" val="2.00" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mAtk" val="1.16" />
<mul stat="mAtkSpd" val="1.08" />
<add stat="runSpd" val="8" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;PD_UP;CRITICAL_DMG_UP;CRITICAL_PROB_UP;ATTACK_TIME_DOWN;MA_UP;CASTING_TIME_DOWN;SPEED_UP" />
</effect>
<effect name="AttackTrait">
<param BLEED="#enchTraits" />
</effect>
</enchant5for>
</skill>
<skill id="11525" levels="1" name="Wizard's Harmony" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10" enchantGroup4="10">
<!-- For 30 minutes, the selected party member's M. Atk. + 40%, M. Critical Rate + 100%, Casting Spd. + 8%, P. Atk. + 8%, Atk. Spd. + 8%, Speed + 8, M. Def. + 14%, MP Recovery Bonus + 20%, MP Consumption for magic skills - 15% and physical skills -5%, and Cooldown - 20%. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#enchTraits"> 1 2 3 4 5 6 7 8 9 10 </table>
<set name="abnormalLvl" val="1" />
<set name="abnormalTime" val="1800" />
<set name="abnormalType" val="HARMONY" />
<set name="icon" val="icon.skill11525" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY_MEMBER" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="castRange" val="900" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<for>
<effect name="Buff">
<mul stat="mAtk" val="1.40" />
<mul stat="pAtk" val="1.08" />
<mul stat="mAtkSpd" val="1.08" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mDef" val="1.14" />
<mul stat="mCritRate" val="2.00" />
<mul stat="regMp" val="1.20" />
<mul stat="runSpd" val="1.08" />
<mul stat="MagicalMpConsumeRate" val="0.85" />
<mul stat="PhysicalMpConsumeRate" val="0.95" />
<mul stat="mReuse" val="0.80" />
<mul stat="pReuse" val="0.80" />
<mul stat="dReuse" val="0.80" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="MA_UP;PA_UP;CASTING_TIME_DOWN;ATTACK_TIME_DOWN;MD_UP;MAGIC_CRITICAL_UP;MP_REGEN_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="MA_UP;PA_UP;CASTING_TIME_DOWN;ATTACK_TIME_DOWN;MD_UP;MAGIC_CRITICAL_UP;MP_REGEN_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" />
</effect>
</for>
<enchant3for>
<effect name="Buff">
<mul stat="mAtk" val="1.40" />
<mul stat="pAtk" val="1.08" />
<mul stat="mAtkSpd" val="1.08" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mDef" val="1.14" />
<mul stat="mCritRate" val="2.00" />
<mul stat="regMp" val="1.20" />
<mul stat="runSpd" val="1.08" />
<mul stat="MagicalMpConsumeRate" val="0.85" />
<mul stat="PhysicalMpConsumeRate" val="0.95" />
<mul stat="mReuse" val="0.80" />
<mul stat="pReuse" val="0.80" />
<mul stat="dReuse" val="0.80" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="MA_UP;PA_UP;CASTING_TIME_DOWN;ATTACK_TIME_DOWN;MD_UP;MAGIC_CRITICAL_UP;MP_REGEN_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="MA_UP;PA_UP;CASTING_TIME_DOWN;ATTACK_TIME_DOWN;MD_UP;MAGIC_CRITICAL_UP;MP_REGEN_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" />
</effect>
<effect name="AttackTrait">
<param SLEEP="#enchTraits" />
</effect>
</enchant3for>
<enchant4for>
<effect name="Buff">
<mul stat="mAtk" val="1.40" />
<mul stat="pAtk" val="1.08" />
<mul stat="mAtkSpd" val="1.08" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mDef" val="1.14" />
<mul stat="mCritRate" val="2.00" />
<mul stat="regMp" val="1.20" />
<mul stat="runSpd" val="1.08" />
<mul stat="MagicalMpConsumeRate" val="0.85" />
<mul stat="PhysicalMpConsumeRate" val="0.95" />
<mul stat="mReuse" val="0.80" />
<mul stat="pReuse" val="0.80" />
<mul stat="dReuse" val="0.80" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="MA_UP;PA_UP;CASTING_TIME_DOWN;ATTACK_TIME_DOWN;MD_UP;MAGIC_CRITICAL_UP;MP_REGEN_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="MA_UP;PA_UP;CASTING_TIME_DOWN;ATTACK_TIME_DOWN;MD_UP;MAGIC_CRITICAL_UP;MP_REGEN_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" />
</effect>
<effect name="AttackTrait">
<param DERANGEMENT="#enchTraits" />
</effect>
</enchant4for>
</skill>
<skill id="11526" levels="1" name="Superior Sword/Blunt Weapon Mastery">
<!-- AUTO GENERATED SKILL -->
<!-- When a sword or blunt weapon is equipped, P. Atk. +20%, Atk. Spd. + 20%, P. Critical Damage + 15%, P. Accuracy + 4, normal hit damage to monsters + 20%. Chance to activate Physical Pose during a normal attack. Depending on STR, your STR can reset cooldown or double skill effect duration. -->
<set name="icon" val="icon.skill10001" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
</skill>
<skill id="11529" levels="1" name="Prevailing Sonata" enchantGroup1="10" enchantGroup2="10">
<!-- Increases party members' Atk. Spd. by 15%, Casting Spd. by 30%, Max HP by 30%, MP recovery bonus by 20% and decreases MP Consumption for magic skill by 10% and the magic cancel rate for 5 minutes. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 330 360 390 420 450 480 510 540 570 600 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="affectRange" val="1000" />
<set name="abnormalLvl" val="1" />
<set name="abnormalType" val="PREV_SONATA" />
<set name="abnormalTime" val="300" />
<set name="icon" val="icon.skill11529" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<mul stat="pAtkSpd" val="1.15" />
<mul stat="mAtkSpd" val="1.30" />
<mul stat="maxHp" val="1.30" />
<mul stat="regMp" val="1.20" />
<mul stat="MagicalMpConsumeRate" val="0.90" />
<sub stat="cancel" val="50" /> <!-- Guess -->
</effect>
<effect name="DispelBySlotProbability">
<param dispel="ATTACK_TIME_DOWN;CASTING_TIME_DOWN;MAX_HP_UP;MP_REGEN_UP;MP_COST_DOWN" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="ATTACK_TIME_DOWN;CASTING_TIME_DOWN;MAX_HP_UP;MP_REGEN_UP;MP_COST_DOWN" />
</effect>
</for>
</skill>
<skill id="11530" levels="1" name="Daring Sonata" enchantGroup1="10" enchantGroup2="10">
<!-- Increases party members' P. Atk. by 8%, M. Atk. by 16%, Atk. Spd. and Casting Spd. by 8% and decreases P. Def. by 3%, M. Def. by 11% and P. Evasion by 4 for 5 minutes. Also bestows an 8% Vampiric Rage effect and a chance of reflecting 10% of the damage received. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 330 360 390 420 450 480 510 540 570 600 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="affectRange" val="1000" />
<set name="abnormalLvl" val="1" />
<set name="abnormalType" val="DARING_SONATA" />
<set name="abnormalTime" val="300" />
<set name="icon" val="icon.skill11530" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<mul stat="pAtk" val="1.08" />
<mul stat="mAtk" val="1.16" />
<mul stat="pAtkSpd" val="1.08" />
<mul stat="mAtkSpd" val="1.08" />
<mul stat="pDef" val="0.97" />
<mul stat="mDef" val="0.97" />
<sub stat="rEvas" val="4" />
<add stat="absorbDam" val="8" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="PA_UP;MA_UP;ATTACK_TIME_DOWN;CASTING_TIME_DOWN;PD_UP;MD_UP;AVOID_UP;VAMPIRIC_ATTACK" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="PA_UP;MA_UP;ATTACK_TIME_DOWN;CASTING_TIME_DOWN;PD_UP;MD_UP;AVOID_UP;VAMPIRIC_ATTACK" />
</effect>
</for>
</skill>
<skill id="11532" levels="1" name="Refreshing Sonata" enchantGroup1="10" enchantGroup2="10">
<!-- Increases party members' HP Recovery Bonus by 20%, P.ï¾ Accuracy by 4, P.ï¾ Evasion by 3, Speed by 20, and decreases MP Consumption for skills by 20% and skill Cooldown by 10% for 5 minutes. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 330 360 390 420 450 480 510 540 570 600 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="affectRange" val="1000" />
<set name="abnormalLvl" val="1" />
<set name="abnormalType" val="REF_SONATA" />
<set name="abnormalTime" val="300" />
<set name="icon" val="icon.skill11532" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<mul stat="regHp" val="1.20" />
<add stat="accCombat" val="4" />
<add stat="rEvas" val="3" />
<add stat="runSpd" val="20" />
<mul stat="PhysicalMpConsumeRate" val="0.80" />
<mul stat="MagicalMpConsumeRate" val="0.80" />
<mul stat="mReuse" val="0.90" />
<mul stat="pReuse" val="0.90" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="HP_REGEN_UP;HIT_UP;AVOID_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="HP_REGEN_UP;HIT_UP;AVOID_UP;SPEED_UP;MP_COST_DOWN;REUSE_DELAY_DOWN" />
</effect>
</for>
</skill>
<skill id="11533" levels="1" name="Blood Requiem">
<table name="#ench1MpConsume">261 250 239 228 217 206 195 184 174 163</table>
<table name="#ench2chance">61 62 63 64 65 66 67 68 69 70</table>
<set name="magicLvl" val="97" />
<set name="targetType" val="PARTY" />
<set name="skillType" val="BUFF" />
<set name="castMagic" val="MAGIC" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="effectRange" val="600" />
<set name="hitTime" val="3000" />
<set name="coolTime" val="500" />
<set name="abnormalTime" val="15" />
<set name="reuseDelay" val="600000" />
<set name="mpConsume" val="272" />
<set name="mpInitialConsume" val="70" />
<set name="aggroPoints" val="514" />
<set name="power" val="60" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant2 name="power" val="#ench2chance" />
<for>
<effect name="Buff">
<add stat="absorbDam" val="80" />
</effect>
</for>
</skill>
<skill id="11534" levels="5" name="Angel's Touch">
<table name="#ench1MpConsume">69 66 63 60 57 54 51 48 46 43</table>
<table name="#ench2pDef">1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.1</table>
<table name="#ench3mDef">1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.1</table>
<table name="#abnormalTime">7 9 11 13 15</table>
<table name="#abnormalLvl">1 2 3 4 5</table>
<table name="#magicLvl">87 90 93 96 99</table>
<table name="#mpInitialConsume">14 15 16 17 18</table>
<table name="#mpConsume">56 60 64 68 72</table>
<set name="mpConsume" val="#mpConsume" />
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="magicLvl" val="#magicLvl" />
<set name="targetType" val="ONE" />
<set name="skillType" val="BUFF" />
<set name="castMagic" val="MAGIC" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="effectPoints" val="1100" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="castRange" val="900" />
<set name="reuseDelay" val="60000" />
<set name="aggroPoints" val="514" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<for>
<effect name="Buff">
<set stat="debuffImmunity" val="1" />
</effect>
</for>
<enchant2for>
<effect name="Buff">
<set stat="debuffImmunity" val="1" />
<mul stat="pDef" val="#ench2pDef" />
</effect>
</enchant2for>
<enchant3for>
<effect name="Buff">
<set stat="debuffImmunity" val="1" />
<mul stat="mDef" val="#ench3mDef" />
</effect>
</enchant3for>
</skill>
<skill id="11536" levels="6" name="Divine Cancel">
<table name="#ench1MpConsume">69 66 63 60 57 54 51 48 46 43</table>
<table name="#ench1MpInitialConsume">17 16 15 15 14 13 12 12 11 10</table>
<table name="#ench2power">52 53 54 55 56 57 58 59 60 61</table>
<table name="#magicLvl">70 70 75 80 85 90</table>
<table name="#mpInitialConsume">14 14 15 16 17 18</table>
<table name="#mpConsume">56 56 60 64 68 72</table>
<set name="mpConsume" val="#mpConsume" />
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="magicLvl" val="#magicLvl" />
<set name="castMagic" val="MAGIC" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="castRange" val="900" />
<set name="reuseDelay" val="300000" />
<set name="power" val="50" />
<set name="targetType" val="ONE" />
<set name="skillType" val="CANCEL" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="maxNegated" val="2" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant2 name="power" val="#ench2power" />
</skill>
<skill id="11537" levels="7" name="Transform">
<!-- AUTO GENERATED SKILL -->
<!-- Transforms target into a harmless creature and decrease its Speed by 20% for 15 seconds. The effect is canceled if the transformed target is attacked. -->
<table name="#mpConsumes"> 126 126 135 139 148 157 166 </table>
<set name="icon" val="icon.skill11537" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="900" />
<set name="hitTime" val="1500" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="60000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11538" levels="4" name="Mass Giant Root">
<!-- AUTO GENERATED SKILL -->
<!-- Inflicts Hold on nearby enemies for 15 seconds. -->
<table name="#mpConsumes"> 252 558 612 666 </table>
<set name="icon" val="icon.skill11538" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="900" />
<set name="hitTime" val="1500" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="120000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11539" levels="8" name="Petrify">
<!-- AUTO GENERATED SKILL -->
<!-- Petrifies target for 15 seconds. -->
<table name="#mpConsumes"> 70 72 76 78 82 85 88 92 </table>
<set name="icon" val="icon.skill11539" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="900" />
<set name="hitTime" val="1700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="120000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11540" levels="4" name="Quick Escape">
<table name="#ench1MpConsume">71 68 65 62 59 56 53 50 47 44</table>
<table name="#ench1MpInitialConsume">17 16 15 15 14 13 12 12 11 10</table>
<table name="#ench2abnormalTime">16 17 18 19 20 21 22 23 24 25</table>
<table name="#enchHealPercent">1 2 3 4 5 6 7 8 9 10</table>
<table name="#magicLvl">85 90 95 99</table>
<table name="#def">3000 3500 4000 4500</table>
<table name="#runSpd">1.30 1.40 1.50 1.60</table>
<table name="#mpConsume">56 62 68 74</table>
<table name="#mpInitialConsume">14 15 17 18</table>
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="mpConsume" val="#mpConsume" />
<set name="abnormalTime" val="15" />
<set name="targetType" val="SELF" />
<set name="skillType" val="BUFF" />
<set name="magicLvl" val="#magicLvl" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="hitTime" val="1500" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="60000" />
<set name="castMagic" val="MAGIC" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<cond addName="1" msgId="113">
<player canTransform="true" />
</cond>
<for>
<effect name="Transformation">
<param id="104" />
<add stat="mDef" val="#def" />
<add stat="pDef" val="#def" />
<mul stat="runSpd" val="#runSpd" />
</effect>
</for>
<enchant2for>
<effect name="Transformation">
<param id="104" />
<add stat="mDef" val="4500" />
<add stat="pDef" val="4500" />
<mul stat="runSpd" val="1.60" />
</effect>
</enchant2for>
<enchant3for>
<effect name="Transformation">
<param id="104" />
<add stat="mDef" val="4500" />
<add stat="pDef" val="4500" />
<mul stat="runSpd" val="1.60" />
</effect>
<!--<effect name="HealPercent" noicon="1" val="#enchHealPercent" />-->
</enchant3for>
<enchant4for>
<effect name="Transformation">
<param id="104" />
<add stat="mDef" val="4500" />
<add stat="pDef" val="4500" />
<mul stat="runSpd" val="1.60" />
</effect>
<!--<effect name="MpHealPercent" noicon="1" val="#enchHealPercent" />-->
</enchant4for>
<enchant5for>
<effect name="Transformation">
<param id="104" />
<add stat="mDef" val="4500" />
<add stat="pDef" val="4500" />
<mul stat="runSpd" val="1.60" />
</effect>
<!--<effect name="CpHealPercent" noicon="1" val="#enchHealPercent" />-->
</enchant5for>
</skill>
<skill id="11541" levels="1" name="Polymorph">
<table name="#ench1MpConsume">67 65 63 61 58 56 54 52 49 47</table>
<table name="#ench2abnormalTime">16 17 18 19 20 21 22 23 24 25</table>
<table name="#ench3decreasePenalty">0.66 0.65 0.64 0.63 0.62 0.61 0.60 0.59 0.58 0.57</table>
<set name="targetType" val="SELF" />
<set name="skillType" val="BUFF" />
<set name="magicLvl" val="85" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="abnormalTime" val="15" />
<set name="power" val="100" />
<set name="hitTime" val="1500" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="60000" />
<set name="mpConsume" val="33" />
<set name="mpInitialConsume" val="14" />
<set name="skillRadius" val="600" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<cond addName="1" msgId="113">
<player canTransform="true" />
</cond>
<for>
<effect name="Transformation">
<param id="505" />
<mul stat="runSpd" val="0.67" />
<add stat="pDef" val="4500" />
<add stat="mDef" val="4500" />
</effect>
<!--<effect abnormalLvl="1" abnormalTime="15" abnormalType="block_skills" name="BlockSkills" noicon="1" self="1" val="0" />
<effect abnormalTime="15" name="TargetImmunity" noicon="1" self="1" val="0" />
<effect name="RemoveTarget" noicon="1" val="0" />-->
</for>
<enchant2for>
<effect name="Transformation">
<param id="505" />
<mul stat="runSpd" val="0.67" />
<add stat="pDef" val="4500" />
<add stat="mDef" val="4500" />
</effect>
<!--<effect abnormalLvl="1" abnormalTime="#ench2abnormalTime" abnormalType="block_skills" name="BlockSkills" noicon="1" self="1" val="0" />
<effect abnormalTime="#ench2abnormalTime" name="TargetImmunity" noicon="1" self="1" val="0" />
<effect name="RemoveTarget" noicon="1" val="0" />-->
</enchant2for>
<enchant3for>
<effect name="Transformation">
<param id="505" />
<mul stat="runSpd" val="#ench3decreasePenalty" />
<add stat="pDef" val="4500" />
<add stat="mDef" val="4500" />
</effect>
<!--<effect abnormalLvl="1" abnormalTime="15" abnormalType="block_skills" name="BlockSkills" noicon="1" self="1" val="0" />
<effect abnormalTime="15" name="TargetImmunity" noicon="1" self="1" val="0" />
<effect name="RemoveTarget" noicon="1" val="0" />-->
</enchant3for>
</skill>
<skill id="11543" levels="3" name="Disperse">
<table name="#ench1MpConsume">284 272 260 248 236 224 213 201 189 177</table>
<table name="#ench1MpInitialConsume">71 68 65 62 59 56 53 50 47 44</table>
<table name="#enchHealPower">1 2 3 4 5 6 7 8 9 10</table>
<table name="#ench2abnormalTime">33 36 39 42 45 48 51 54 57 60</table>
<table name="#pmDef">2000 3000 4000</table>
<table name="#magicLvl">93 96 99</table>
<table name="#mpConsume">264 280 296</table>
<table name="#mpInitialConsume">66 70 74</table>
<table name="#transformationId">104 105 108</table>
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="mpConsume" val="#mpConsume" />
<set name="castMagic" val="MAGIC" />
<set name="targetType" val="TARGET_PARTY" />
<set name="skillRadius" val="900" />
<set name="skillType" val="BUFF" />
<set name="magicLvl" val="#magicLvl" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="900000" />
<set name="aggroPoints" val="467" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<cond addName="1" msgId="113">
<player canTransform="true" />
</cond>
<for>
<effect name="Transformation">
<param id="#transformationId" />
</effect>
<effect name="Buff">
<mul stat="pAtk" val="0.8" />
<mul stat="mAtk" val="0.8" />
<add stat="pDef" val="#pmDef" />
<add stat="mDef" val="#pmDef" />
<add stat="runSpd" val="44" />
</effect>
</for>
<enchant2for>
<effect name="Transformation">
<param id="#transformationId" />
</effect>
<effect name="Buff">
<mul stat="pAtk" val="0.8" />
<mul stat="mAtk" val="0.8" />
<add stat="pDef" val="4000" />
<add stat="mDef" val="4000" />
<add stat="runSpd" val="44" />
</effect>
</enchant2for>
<enchant3for>
<effect name="Transformation">
<param id="#transformationId" />
</effect>
<effect name="Buff">
<mul stat="pAtk" val="0.8" />
<mul stat="mAtk" val="0.8" />
<add stat="pDef" val="4000" />
<add stat="mDef" val="4000" />
<add stat="runSpd" val="44" />
</effect>
<!--<effect name="HealPercent" noicon="1" val="#enchHealPower" />-->
</enchant3for>
<enchant4for>
<effect name="Transformation">
<param id="104;105;108" />
<mul stat="pAtk" val="0.8" />
<mul stat="mAtk" val="0.8" />
<add stat="pDef" val="4000" />
<add stat="mDef" val="4000" />
<add stat="runSpd" val="44" />
</effect>
<!--<effect name="MpHealPercent" noicon="1" val="#enchHealPower" />-->
</enchant4for>
<enchant5for>
<effect name="Transformation">
<param id="104;105;108" />
<mul stat="pAtk" val="0.8" />
<mul stat="mAtk" val="0.8" />
<add stat="pDef" val="4000" />
<add stat="mDef" val="4000" />
<add stat="runSpd" val="44" />
</effect>
<!--<effect name="CpHealPercent" noicon="1" val="#enchHealPower" />-->
</enchant5for>
</skill>
<skill id="11544" levels="1" name="Battle Rhapsody">
<table name="#ench1MpConsume">704 675 645 616 587 557 528 499 469 440</table>
<table name="#ench1MpInitialConsume">182 182 182 182 182 182 182 182 182 182</table>
<table name="#ench2runSpd">1 2 3 4 5 6 7 8 9 10</table>
<set name="magicLvl" val="89" />
<set name="targetType" val="PARTY" />
<set name="skillRadius" val="1000" />
<set name="skillType" val="BUFF" />
<set name="castMagic" val="MAGIC" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="hitTime" val="3000" />
<set name="coolTime" val="500" />
<set name="abnormalTime" val="30" />
<set name="reuseDelay" val="600000" />
<set name="mpConsume" val="734" />
<set name="mpInitialConsume" val="182" />
<set name="aggroPoints" val="514" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<for>
<effect name="Buff">
<mul stat="pAtk" val="2" />
<mul stat="mAtk" val="2" />
<mul stat="pAtkSpd" val="2" />
<mul stat="mAtkSpd" val="2" />
</effect>
</for>
<enchant2for>
<effect name="Buff">
<mul stat="pAtk" val="2" />
<mul stat="mAtk" val="2" />
<mul stat="pAtkSpd" val="2" />
<mul stat="mAtkSpd" val="2" />
<add stat="runSpd" val="#ench2runSpd" />
</effect>
</enchant2for>
</skill>
<skill id="11545" levels="1" name="Crazy Nocturne">
<set name="targetType" val="PARTY" />
<set name="skillType" val="BUFF" />
<set name="magicLvl" val="95" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="staticReuse" val="true" />
<set name="hitTime" val="3000" />
<set name="coolTime" val="500" />
<set name="abnormalTime" val="15" />
<set name="reuseDelay" val="600000" />
<set name="mpConsume" val="826" />
<set name="mpInitialConsume" val="206" />
<set name="aggroPoints" val="467" />
<set name="skillRadius" val="900" />
<for>
<effect name="Buff">
<mul stat="rCrit" val="0.5" />
<mul stat="mCritRate" val="0.5" />
</effect>
</for>
</skill>
<skill id="11546" levels="1" name="Chaos Symphony">
<table name="#ench1MpConsume">856 820 784 749 713 677 642 606 570 535</table>
<table name="#ench2chance">61 62 63 64 65 66 67 68 69 70</table>
<table name="#enchElementPower">1 2 3 4 5 6 7 8 9 10</table>
<set name="weaponsAllowed" val="SWORD, BLUNT, DUAL, DUALBLUNT" />
<set name="magicLvl" val="99" />
<set name="power" val="13629" />
<set name="targetType" val="AREA" />
<set name="skillRadius" val="150" />
<set name="skillType" val="PDAM" />
<set name="isDebuff" val="true" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="hitTime" val="2000" />
<set name="castRange" val="900" />
<set name="abnormalTime" val="10" />
<set name="reuseDelay" val="30000" />
<set name="mpConsume" val="892" />
<set name="mpInitialConsume" val="111" />
<set name="effectRange" val="1100" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant3 name="elementPower" val="#enchElementPower" />
<enchant3 name="element" val="0" />
<enchant4 name="elementPower" val="#enchElementPower" />
<enchant4 name="element" val="1" />
<enchant5 name="elementPower" val="#enchElementPower" />
<enchant5 name="element" val="2" />
<enchant6 name="elementPower" val="#enchElementPower" />
<enchant6 name="element" val="3" />
<enchant7 name="elementPower" val="#enchElementPower" />
<enchant7 name="element" val="4" />
<enchant8 name="elementPower" val="#enchElementPower" />
<enchant8 name="element" val="5" />
<for>
<effect name="Debuff">
<mul stat="pAtk" val="0.5" />
<mul stat="pDef" val="0.5" />
<mul stat="mAtk" val="0.5" />
<mul stat="mDef" val="0.5" />
<mul stat="runSpd" val="0.5" />
</effect>
</for>
<enchant2for>
<effect name="Debuff">
<mul stat="pAtk" val="0.5" />
<mul stat="pDef" val="0.5" />
<mul stat="mAtk" val="0.5" />
<mul stat="mDef" val="0.5" />
<mul stat="runSpd" val="0.5" />
</effect>
</enchant2for>
</skill>
<skill id="11547" levels="1" name="Superior HP Recovery" enchantGroup1="10">
<!-- STR + 2 and HP Recovery Bonus + 2.8. -->
<table name="#ench1regHp"> 3 3.2 3.4 3.6 3.8 3.9 4.1 4.3 4.5 4.7 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="icon" val="icon.skill0212" />
<set name="targetType" val="SELF" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="regHp" val="2.8" />
</effect>
</for>
<enchant1for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="regHp" val="#ench1regHp" />
</effect>
</enchant1for>
</skill>
<skill id="11548" levels="1" name="Superior Quick Recovery">
<!-- STR + 2 and Cooldown for magic skills - 25%. -->
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="icon" val="icon.skill11004" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<add stat="STR" val="2" />
<mul stat="pReuse" val="0.75" />
<mul stat="mReuse" val="0.75" />
</effect>
</for>
</skill>
<skill id="11549" levels="1" name="Superior Mana Steal">
<!-- AUTO GENERATED SKILL -->
<!-- Has a chance of recovering MP during a normal attack when equipped with a sword, blunt, dualsword, or dual blunt weapon. -->
<set name="icon" val="icon.skill11505" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
</skill>
<skill id="11550" levels="1" name="Superior Mana Steal">
<!-- AUTO GENERATED SKILL -->
<set name="icon" val="icon.skill11505" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="SELF" />
<set name="reuseDelay" val="3000" />
</skill>
<skill id="11551" levels="1" name="Superior Mental Attack Resistance">
<!-- STR + 2 and Hold/Sleep/Bleed/Mind/Poison Resistance + 30. -->
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="icon" val="icon.skill10257" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<add stat="STR" val="2" />
</effect>
<effect name="DefenceTrait">
<param HOLD="30" />
<param SLEEP="30" />
<param BLEED="30" />
<param DERANGEMENT="30" />
<param POISON="30" />
</effect>
</for>
</skill>
<skill id="11552" levels="4" name="Superior Divine Lore">
<!-- MP Consumption for skills is decreased by 6%. -->
<table name="#mpConsumes"> 0.94 0.91 0.88 0.85 </table>
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="icon" val="icon.skill11506" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="PhysicalMpConsumeRate" val="#mpConsumes" />
<mul stat="MagicalMpConsumeRate" val="#mpConsumes" />
<mul stat="DanceMpConsumeRate" val="#mpConsumes" />
</effect>
</for>
</skill>
<skill id="11553" levels="1" name="Superior Focus Mind">
<!-- STR + 2 and increases MP recovery bonus by 8.4. -->
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="icon" val="icon.skill11187" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="regMp" val="8.4" />
</effect>
</for>
</skill>
<skill id="11554" levels="1" name="Superior Sixth Sense">
<!-- STR + 2 and when HP is below 30%, increases P. Evasion by 17. -->
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="icon" val="icon.skill11504" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<add stat="STR" val="2" />
<add stat="rEvas" val="17">
<player hp="30" />
</add>
</effect>
</for>
</skill>
<skill id="11555" levels="1" name="Superior Fast Spell Casting">
<!-- Increases Casting Spd. by 15%. -->
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="85" />
<set name="icon" val="icon.skill11788" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="STR" val="2" />
<mul stat="mAtkSpd" val="1.15" />
</effect>
</for>
</skill>
<skill id="11556" levels="1" name="Cancel Transform">
<!-- AUTO GENERATED SKILL -->
<set name="icon" val="icon.skill01703" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="SELF" />
</skill>
<skill id="11557" levels="1" name="Ultimate Scourge">
<!-- AUTO GENERATED SKILL -->
<!-- Disables nearby enemies' natural HP Recovery for 2 minutes. -->
<set name="icon" val="icon.skill11557" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="423" />
<set name="hitTime" val="2000" />
<set name="coolTime" val="200" />
<set name="reuseDelay" val="120000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11558" levels="1" name="Ultimate Oblivion">
<!-- AUTO GENERATED SKILL -->
<!-- Cancels nearby enemies' targets. -->
<set name="icon" val="icon.skill11558" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="423" />
<set name="hitTime" val="2000" />
<set name="coolTime" val="200" />
<set name="reuseDelay" val="120000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11559" levels="1" name="Ultimate Suspension">
<!-- AUTO GENERATED SKILL -->
<!-- Increases nearby enemies' physical/magic skill Cooldown by 200% for 2 minutes. -->
<set name="icon" val="icon.skill11559" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="423" />
<set name="hitTime" val="2000" />
<set name="coolTime" val="200" />
<set name="reuseDelay" val="120000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11560" levels="2" name="Celestial Aegis">
<table name="#ench1MpConsume">428 410 392 374 356 338 321 303 285 267</table>
<table name="#ench2runSpd">1 2 3 4 5 6 7 8 9 10</table>
<table name="#enchHealPower">1 2 3 4 5 6 7 8 9 10</table>
<table name="#target">PARTY CLAN</table>
<table name="#mpInitialConsume">84 111</table>
<table name="#mpConsume">339 446</table>
<set name="mpConsume" val="#mpConsume" />
<set name="mpInitialConsume" val="#mpInitialConsume" />
<set name="aggroPoints" val="668" />
<set name="staticReuse" val="true" />
<set name="magicLvl" val="85" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="skillRadius" val="1000" />
<set name="abnormalTime" val="30" />
<set name="skillType" val="BUFF" />
<set name="hitTime" val="1000" />
<set name="coolTime" val="200" />
<set name="reuseDelay" val="1800000" />
<set name="removedOnAnyActionExceptMove" val="true" />
<set name="targetType" val="#target" />
<set name="effectRange" val="1200" />
<set name="castRange" val="900" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<effect name="Invincible" time="30" val="0" />
<for>
<effect name="Invincible" time="30" val="0" />
<effect name="TriggerSkillByAttack">
<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="1" chance="100" />
<param skillId="20007" skillLevel="1" />
<param targetType="ONE" />
<param allowWeapons="ALL" />
</effect>
</for>
<enchant2for>
<effect name="Invincible" time="30" val="0" />
<effect name="Buff">
<add stat="runSpd" val="#ench2runSpd" />
</effect>
<effect name="TriggerSkillByAttack">
<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="1" chance="100" />
<param skillId="20007" skillLevel="1" />
<param targetType="ONE" />
<param allowWeapons="ALL" />
</effect>
</enchant2for>
<enchant3for>
<effect name="HealPercent" noicon="1" val="#enchHealPower" />
<effect name="Invincible" time="30" val="0" />
<effect name="TriggerSkillByAttack">
<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="1" chance="100" />
<param skillId="20007" skillLevel="1" />
<param targetType="ONE" />
<param allowWeapons="ALL" />
</effect>
</enchant3for>
<enchant4for>
<effect name="MpHealPercent" noicon="1" val="#enchHealPower" />
<effect name="Invincible" time="30" val="0" />
<effect name="TriggerSkillByAttack">
<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="1" chance="100" />
<param skillId="20007" skillLevel="1" />
<param targetType="ONE" />
<param allowWeapons="ALL" />
</effect>
</enchant4for>
<enchant5for>
<effect name="CpHealPercent" noicon="1" val="#enchHealPower" />
<effect name="Invincible" time="30" val="0" />
<effect name="TriggerSkillByAttack">
<param attackerType="L2Character" minAttackerLevel="1" maxAttackerLevel="100" />
<param minDamage="1" chance="100" />
<param skillId="20007" skillLevel="1" />
<param targetType="ONE" />
<param allowWeapons="ALL" />
</effect>
</enchant5for>
</skill>
<skill id="11561" levels="4" name="Giant Root">
<!-- AUTO GENERATED SKILL -->
<!-- Inflicts Hold on the enemy for 15 seconds. -->
<table name="#mpConsumes"> 126 139 153 166 </table>
<set name="icon" val="icon.skill11561" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="900" />
<set name="hitTime" val="1500" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="60000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11562" levels="1" name="Devil's Movement">
<table name="#ench1MpConsume">57 55 52 50 48 45 43 40 38 36</table>
<table name="#ench2abnormalTime">130 140 150 160 170 180 190 200 210 220</table>
<table name="#ench3runSpd">1 2 3 4 5 6 7 8 9 10</table>
<set name="magicLvl" val="85" />
<set name="targetType" val="PARTY" />
<set name="skillRadius" val="1000" />
<set name="abnormalTime" val="120" />
<set name="skillType" val="BUFF" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="hitTime" val="2500" />
<set name="reuseDelay" val="3000" />
<set name="mpConsume" val="60" />
<set name="aggroPoints" val="669" />
<set name="canBeDispeled" val="false" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<for>
<effect abnormalLvl="3" abnormalTime="120" abnormalType="dance_of_shadow" abnormalVisualEffect="stealth" name="SilentMove" removed="ON_ATTACK_BUFF" val="0"></effect>
</for>
<enchant2for>
<effect abnormalLvl="3" abnormalTime="#ench2abnormalTime" abnormalType="dance_of_shadow" abnormalVisualEffect="stealth" name="SilentMove" removed="ON_ATTACK_BUFF" val="0"></effect>
</enchant2for>
<enchant3for>
<effect abnormalLvl="3" abnormalTime="120" abnormalType="dance_of_shadow" abnormalVisualEffect="stealth" name="SilentMove" removed="ON_ATTACK_BUFF" val="0">
<add stat="runSpd" val="#ench3runSpd" />
</effect>
</enchant3for>
</skill>
<skill id="11563" levels="1" name="Quick Return">
<!-- AUTO GENERATED SKILL -->
<!-- Teleports to a town. Cannot be used in a specially designated place such as the GM Consultation Service. -->
<set name="icon" val="icon.skill11819" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="60" />
<set name="hitTime" val="2500" />
<set name="reuseDelay" val="75000" />
<set name="isMagic" val="1" />
<for>
<effect name="Escape">
<param escapeType="TOWN" />
</effect>
</for>
</skill>
<skill id="11564" levels="3" name="Angel's Resurrection">
<table name="#ench1MpConsume">57 55 52 50 48 45 43 40 38 36</table>
<table name="#ench2power">61 62 63 64 65 66 67 68 69 70</table>
<table name="#power">40 50 60</table>
<set name="blockedInOlympiad" val="true" />
<set name="castRange" val="400" />
<set name="aggroPoints" val="421" />
<set name="effectRange" val="900" />
<set name="coolTime" val="500" />
<set name="hitTime" val="6000" />
<set name="isMagic" val="1" /> <!-- Magic Skill -->
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="reuseDelay" val="30000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<set name="targetType" val="PC_BODY" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant2 name="power" val="#ench2power" />
<cond>
<player canResurrect="true" />
</cond>
<for>
<effect name="Resurrection">
<param power="#power" />
</effect>
</for>
</skill>
<skill id="11565" levels="1" name="Elemental Resistance" enchantGroup1="10" enchantGroup2="10">
<!-- Increases party members' Fire/Water/Wind/Earth Resistance by 30 for 30 minutes. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="affectRange" val="1000" />
<set name="abnormalLvl" val="1" />
<set name="abnormalType" val="ELEMENTAL_RESISTANCE_ISS" />
<set name="abnormalTime" val="1800" />
<set name="icon" val="icon.skill11565" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="fireRes" val="30" />
<add stat="windRes" val="30" />
<add stat="waterRes" val="30" />
<add stat="earthRes" val="30" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="MD_UP_ATTR;SONG_OF_FLAME_GUARD;SONG_OF_STORM_GUARD;SONG_OF_ELEMENTAL;ARMOR_WIND;ARMOR_WATER;ARMOR_EARTH;ARMOR_FIRE;DANCE_OF_AQUA_GUARD;DANCE_OF_EARTH_GUARD" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="MD_UP_ATTR;SONG_OF_FLAME_GUARD;SONG_OF_STORM_GUARD;SONG_OF_ELEMENTAL;ARMOR_WIND;ARMOR_WATER;ARMOR_EARTH;ARMOR_FIRE;DANCE_OF_AQUA_GUARD;DANCE_OF_EARTH_GUARD" />
</effect>
</for>
</skill>
<skill id="11566" levels="1" name="Holy Attack Resistance" enchantGroup1="10" enchantGroup2="10">
<!-- Increases party members' Holy/Dark Attack Resistance by 30, and Poison/Bleed Resistance by 50% for 30 minutes. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="affectRange" val="1000" />
<set name="abnormalLvl" val="1" />
<set name="abnormalType" val="HOLY_ATTACK_RESISTANCE_ISS" />
<set name="abnormalTime" val="1800" />
<set name="icon" val="icon.skill11567" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="140" />
<set name="mpInitialConsume" val="28" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="holyRes" val="30" />
<add stat="darkRes" val="30" />
</effect>
<effect name="DefenceTrait">
<param BLEED="50" />
<param POISON="50" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="SONG_OF_INVOCATION;ARMOR_HOLY;ARMOR_UNHOLY;RESIST_POISON;DANCE_OF_ALIGNMENT;DANCE_OF_LIGHT;RESIST_BLEEDING" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="SONG_OF_INVOCATION;ARMOR_HOLY;ARMOR_UNHOLY;RESIST_POISON;DANCE_OF_ALIGNMENT;DANCE_OF_LIGHT;RESIST_BLEEDING" />
</effect>
</for>
</skill>
<skill id="11567" levels="1" name="Mental Attack Resistance" enchantGroup1="10" enchantGroup2="10">
<!-- Increases party members' Hold/Sleep/Mental Attack Resistance by 50, Buff-canceling Attack Resistance by 30 and Debuff Resistance by 20 for 30 minutes. -->
<table name="#ench1MpConsume"> 107 103 98 94 89 85 80 76 71 67 </table>
<table name="#ench1MpInitialConsume"> 26 25 24 23 22 21 20 19 17 16 </table>
<table name="#ench2AbnormalTime"> 1980 2160 2340 2520 2700 2880 3060 3240 3420 3600 </table>
<table name="#enchMagicLvl"> 86 87 88 90 91 92 93 95 97 99 </table>
<set name="affectRange" val="1000" />
<set name="abnormalLvl" val="1" />
<set name="abnormalType" val="MENTAL_ATTACK_RESISTANCE_ISS" />
<set name="abnormalTime" val="1800" />
<set name="icon" val="icon.skill11824" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="PARTY" />
<set name="mpConsume" val="140" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
<set name="isMagic" val="1" /> <!-- Magic Skill-->
<set name="magicLvl" val="85" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<enchant1 name="mpInitialConsume" val="#ench1MpInitialConsume" />
<enchant1 name="magicLvl" val="#enchMagicLvl" />
<enchant2 name="abnormalTime" val="#ench2AbnormalTime" />
<enchant2 name="magicLvl" val="#enchMagicLvl" />
<for>
<effect name="Buff">
<add stat="cancelVuln" val="30" />
<add stat="debuffVuln" val="20" />
</effect>
<effect name="DefenceTrait">
<param HOLD="50" />
<param SLEEP="50" />
<param DERANGEMENT="50" />
</effect>
<effect name="DispelBySlotProbability">
<param dispel="RESIST_DERANGEMENT;RESIST_DEBUFF_DISPEL;RESIST_DEBUFF_DISPEL;DANCE_OF_PROTECTION" rate="100" />
</effect>
<effect name="BlockBuffSlot">
<param slot="RESIST_DERANGEMENT;RESIST_DEBUFF_DISPEL;RESIST_DEBUFF_DISPEL;DANCE_OF_PROTECTION" />
</effect>
</for>
</skill>
<skill id="11569" levels="1" name="Critical Damage Increase">
<!-- Critical Damage is greatly increased through Poem of Drum. -->
<set name="abnormalLvl" val="1" />
<set name="abnormalTime" val="8" />
<set name="abnormalType" val="COUNTER_CRITICAL_TRIGGER" />
<set name="icon" val="icon.skill1542" />
<set name="isTriggeredSkill" val="true" />
<set name="magicLvl" val="85" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="reuseDelay" val="15000" />
<set name="rideState" val="NONE" />
<set name="targetType" val="SELF" />
<for>
<effect name="Buff">
<mul stat="cAtk" val="2"> <!-- GUESS: From testing it's looking more like 120% increase to critical damage. More testing on live server is needed to confirm this -->
<using kind="SWORD,BLUNT,DAGGER,DUALDAGGER,DUAL,DUALFIST,POLE,ANCIENTSWORD,RAPIER,BOW,CROSSBOW,DUALBLUNT" />
</mul>
</effect>
</for>
</skill>
<skill id="11570" levels="1" name="Healing Melody">
<table name="#ench1MpConsume">148 142 136 130 124 117 111 105 99 93</table>
<table name="#healPercent">30;27;24;21;18;15;12;10;10;10;10</table>
<set name="skillRadius" val="300" />
<set name="castMagic" val="MAGIC" />
<set name="magicLvl" val="85" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="AREA" />
<set name="healPercents" val="30;27;24;21;18;15;12;10;10;10;10" />
<set name="power" val="35" />
<set name="hitTime" val="2000" />
<set name="castRange" val="900" />
<set name="reuseDelay" val="5000" />
<set name="mpConsume" val="582" />
<set name="mpInitialConsume" val="39" />
<enchant1 name="mpConsume" val="#ench1MpConsume" />
<!--<effect name="HealPercent">
<param power="#healPercent" />
</effect>-->
</skill>
<skill id="11571" levels="1" name="Recovery Melody">
<!-- AUTO GENERATED SKILL -->
<!-- Restores target's CP by 1000. -->
<set name="icon" val="icon.skill11571" />
<set name="operateType" val="ACTIVE_INSTANT" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="120" />
<set name="castRange" val="900" />
<set name="hitTime" val="5000" />
<set name="reuseDelay" val="5000" />
<set name="isMagic" val="1" />
</skill>
<skill id="11580" levels="4" name="Mass Transform">
<!-- AUTO GENERATED SKILL -->
<!-- For 10 sec., mutates enemies to reduce their Speed by 20% and render them unable to attack. Mutated enemies return to normal when inflicted with damage. -->
<table name="#mpConsumes"> 126 139 153 166 </table>
<set name="icon" val="icon.skill11580" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="900" />
<set name="hitTime" val="1410" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="120000" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11581" levels="4" name="Superior Advantage">
<!-- Skill Cooldown - 5%, Skill Power + 5%, MP Recovery Rate + 5, and Max HP, MP, and CP + 5%. Skill mastery effect + 10%. -->
<table name="#magicLvl"> 85 90 95 99 </table>
<table name="#reuse"> 0.95 0.94 0.93 0.90 </table>
<table name="#regMp"> 5 6 7 10 </table>
<table name="#maxBase"> 1.05 1.06 1.07 1.10 </table>
<table name="#bonus"> 1.10 1.20 1.50 2 </table>
<set name="icon" val="icon.skill11841" />
<set name="targetType" val="SELF" />
<set name="operateType" val="PASSIVE" />
<set name="magicLvl" val="#magicLvl" />
<for>
<effect name="Buff">
<mul stat="pReuse" val="#reuse" />
<mul stat="mReuse" val="#reuse" />
<mul stat="physicalSkillPower" val="1.05" />
<add stat="regMp" val="#regMp" />
<add stat="maxHp" val="#maxBase" />
<add stat="maxMp" val="#maxBase" />
<add stat="maxCp" val="#maxBase" />
<mul stat="skillCriticalProbability" val="#bonus" />
</effect>
</for>
</skill>
<skill id="11582" levels="4" name="Mass Song of Silence">
<!-- AUTO GENERATED SKILL -->
<!-- Plays the Song of Silence. For 10 sec., enemies' P. Skills and M. Skills are locked. -->
<table name="#mpConsumes"> 126 139 153 166 </table>
<set name="icon" val="icon.skill11839" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="1410" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="120000" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11583" levels="4" name="Superior Song of Mastery">
<!-- AUTO GENERATED SKILL -->
<!-- P. Def./ M. Def. + 5%. Skill Power + 5%. -->
<set name="icon" val="icon.skill0153" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
</skill>
<skill id="11584" levels="4" name="Mass Medusa's Dance">
<!-- AUTO GENERATED SKILL -->
<!-- Performs that evokes the mirage of a Medusa. For 10 sec., Petrifies nearby enemies. -->
<table name="#mpConsumes"> 126 139 153 166 </table>
<set name="icon" val="icon.skill11840" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="1410" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="120000" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11585" levels="4" name="Superior Dance of Mastery">
<!-- AUTO GENERATED SKILL -->
<!-- P. Atk./ M. Atk. + 5%. Skill Power + 5%. -->
<set name="icon" val="icon.skill0141" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
</skill>
<skill id="11586" levels="4" name="Pa'agrio's Bravery">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 sec., restores clan members' Max CP and increases it by 5%. -->
<table name="#mpConsumes"> 126 139 153 166 </table>
<set name="icon" val="icon.skill11843" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="1410" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="10000" />
<set name="isMagic" val="1" />
</skill>
<skill id="11587" levels="4" name="Mass Blockade">
<!-- AUTO GENERATED SKILL -->
<!-- For 10 sec., locks target and nearby enemies' standard attacks during PvP. -->
<table name="#mpConsumes"> 252 278 306 332 </table>
<set name="icon" val="icon.skill11587" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="900" />
<set name="hitTime" val="2110" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="120000" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11588" levels="4" name="Superior Wizard Mastery">
<!-- AUTO GENERATED SKILL -->
<!-- Max MP + 10%. -->
<set name="icon" val="icon.skill0164" />
<set name="operateType" val="PASSIVE" />
<set name="targetType" val="SELF" />
</skill>
<skill id="11589" levels="4" name="Horn Frenzy">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 min., clan members' P. Atk. + 17%, P. Def. + 15%, M. Atk. + 79%, and M. Def. + 30%. -->
<table name="#mpConsumes"> 140 151 170 181 </table>
<set name="icon" val="icon.skill11589" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11590" levels="4" name="Drum Frenzy">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 min., clan members' Max MP + 20%, HP Recovery Bonus + 20%, and M. Critical Rate + 20. During a standard attack, P. Atk. and Debuff Resistance + 10%, and Critical Damage, P. Def., Atk. Spd., M. Atk., M. Def., and Casting Spd. + 20%. When hit with a critical attack, received damage - 30% and Speed - 15%. Increases Critical Damage during a standard attack for a member equipped with a melee weapon/bow/crossbow who receives more than a certain amount of damage. -->
<table name="#mpConsumes"> 140 151 170 181 </table>
<set name="icon" val="icon.skill11590" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11591" levels="4" name="Pipe Organ Frenzy">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 min., clan members' Max HP/MP/CP + 37%, and HP Recovery Bonus + 20%. -->
<table name="#mpConsumes"> 140 151 170 181 </table>
<set name="icon" val="icon.skill11591" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11592" levels="4" name="Guitar Frenzy">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 min., clan members' P. Critical Rate + 32%, P. Critical Damage + 35%, and M. Critical Rate + 20. P. Skill MP Consumption - 20%, M. Skill MP Consumption - 10%, and Iss Enchanter's Enchant Skill MP Consumption - 20%. -->
<table name="#mpConsumes"> 140 151 170 181 </table>
<set name="icon" val="icon.skill11592" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11593" levels="4" name="Harp Frenzy">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 min., clan members' P. Accuracy and P. Evasion/ M. Evasion + 5, and Speed + 34. Received Critical Damage - 30%. -->
<table name="#mpConsumes"> 140 151 170 181 </table>
<set name="icon" val="icon.skill11593" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11594" levels="4" name="Lute Frenzy">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 min., clan members' Atk. Spd. + 34% and Casting Spd. + 31%. Has a chance of applying 9% Vampiric Rage effect. -->
<table name="#mpConsumes"> 140 151 170 181 </table>
<set name="icon" val="icon.skill11594" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11595" levels="1" name="Knight's Frenzied Harmony">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 minutes, increases clan members' P. Atk. + 12%, P. Critical Damage + 35%, P. Critical Rate + 100%, P. Def. + 45%, Shield Defense Rate + 30%, and Shield Defense + 50%. -->
<set name="icon" val="icon.skill11596" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="140" />
<set name="castRange" val="900" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11596" levels="1" name="Warrior's Frenzied Harmony">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 minutes, increases clan members' P. Atk. + 35%, P. Critical Damage + 35%, P. Critical Rate + 100%, Atk. Spd. + 8%, M. Atk. + 16%, Casting Spd. + 8%, and Spd. + 8. -->
<set name="icon" val="icon.skill11595" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="140" />
<set name="castRange" val="900" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11597" levels="1" name="Wizard's Frenzied Harmony">
<!-- AUTO GENERATED SKILL -->
<!-- For 30 minutes, increases clan members' M. Atk. + 40%, M. Critical Rate + 100%, Casting Spd. + 8%, P. Atk. + 8%, Atk. Spd. + 8%, Spd. + 8, M. Def. + 14%, and MP Recovery Bonus + 20%. Decreases magic skill MP Consumption - 15%, physical skill MP Consumption - 5%, and Skill Cooldown - 20%. -->
<set name="icon" val="icon.skill11597" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="140" />
<set name="castRange" val="900" />
<set name="hitTime" val="700" />
<set name="coolTime" val="300" />
<set name="reuseDelay" val="2000" />
</skill>
<skill id="11598" levels="4" name="Greater Freezing Flame">
<!-- AUTO GENERATED SKILL -->
<!-- A powerful cold flame. For 10 sec., decreases enemy's HP by 326. -->
<table name="#mpConsumes"> 73 79 86 91 </table>
<set name="icon" val="icon.skill11598" />
<set name="operateType" val="ACTIVE_CONTINUOUS" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="#mpConsumes" />
<set name="castRange" val="900" />
<set name="hitTime" val="910" />
<set name="coolTime" val="500" />
<set name="reuseDelay" val="5000" />
<set name="isMagic" val="1" />
<set name="isDebuff" val="true" />
</skill>
<skill id="11599" levels="4" name="Combat Cry">
<!-- AUTO GENERATED SKILL -->
<!-- P. Atk./P. Def., M. Atk./M. Def. + 5%, and Skill Power + 5%. MP drains consistently depending on level. -->
<set name="icon" val="icon.skill1001" />
<set name="operateType" val="TOGGLE" />
<set name="targetType" val="SELF" />
<set name="mpConsume" val="1" />
</skill>
</list>