<data>
	<powers>
<!-- -->
<!-- WARRIOR POWERS -->
<!-- -->
		<power r_name="'Charge'" r_template="'activePowerTemplate'"
					 powerEffectTemplate="{'mainSelfEffectTemplate','multiEffect'}"
					 r_displayName="text.powerNameCharge"
					 r_graphic="'Charge.png'"
					 powerRange="7"
					 powerFatigueCost="5"
					 powerTooltip="text.powerTooltipCharge"
					 shieldCharge="0"
					 standardHit="!mightyCharge"
					 mightyCharge="0"
					 runCharge="0"
					 arcaneCharge="0"
					 predatorInstinct="0">
			<action r_name="'use'"
							canTargetFaction="(actor.r_hostileFaction)[target.r_faction]"
							r_targetingType="arcaneCharge?'line8Direct':((isFlying>0)?'line8':'line8Walk')"
							r_minRange="2"
							chargeXTarget="(targetSquare.w_xCoord>actor.w_xCoord)?(targetSquare.w_xCoord-1):((actor.w_xCoord>targetSquare.w_xCoord)?(targetSquare.w_xCoord+1):targetSquare.w_xCoord)"
							chargeYTarget="(targetSquare.w_yCoord>actor.w_yCoord)?(targetSquare.w_yCoord-1):((actor.w_yCoord>targetSquare.w_yCoord)?(targetSquare.w_yCoord+1):targetSquare.w_yCoord)">
				<modifier r_name="'canExecute'" r_template="'mainModifierTemplate'" r_modifierTarget="'r_canExecute'" r_modifiedValue="$0&&canMove"/>
				<effect r_name="'mainEffect'">
					<effect r_name="'log'" r_template="'logPower'"/>
					<effect r_name="'strikeRanged'" r_template="{'mainTargetEffectTemplate','controllerEffect'}" r_enabled="predatorInstinct&&exists(target)&&exists(ranged)" r_className="'CctlEffectLaunchAction'" r_newActor="'actor'" r_newTarget="'target'" r_newActionType="'equippedItem'" r_newActionName="'ranged'" r_delayRequest="0" r_params="{{'isFree',1}}"/>
					<effect r_name="'strikeInLine'" r_template="{'mainSquareEffectTemplate','controllerEffect'}"
									r_enabled="arcaneCharge"
									r_className="'CctlEffectLaunchAreaEffect'"
									r_area="{'line',actor.w_xCoord,actor.w_yCoord,chargeXTarget,chargeYTarget}"
									r_areaTargetingType="'all'">
						<effect r_name="'strikeMH'" r_template="{'mainTargetEffectTemplate','controllerEffect'}" r_enabled="exists(target)&&exists(mainhand)" r_className="'CctlEffectLaunchAction'" r_newActor="'actor'" r_newTarget="'target'" r_newActionType="'equippedItem'" r_newActionName="'mainhand'" r_delayRequest="0" r_params="{{'isFree',1},{'r_targetingType','all'},{'r_range',99}}"/>
					</effect>
					<effect r_name="'Charge'" r_template="{'mainSelfEffectTemplate','controllerEffect'}"
									r_className="'CctlEffectTeleportation'"
									r_targetLevelIndex="w_levelIndex"
									rw_xTarget="chargeXTarget"
									rw_yTarget="chargeYTarget"
									r_walkSimulation="!arcaneCharge"
									w_crossedSquare="0"/>
					<effect r_name="'ShieldChargeBuff'" r_template="{'mainActorEffectTemplate','mainBuffEffectTemplate'}"
									r_effectName="text.powerNameShieldCharge"
									actionLogMethod="'logActorBuffEffect'"
									endBuffLogMethod="'logActorBuffEnd'"
									textEffectTemplate="'mainActorEffectTemplate'"
									r_enabled="shieldCharge&&exists(offhand)&&exists(offhand.shieldPrerequisite)"
									r_tickDuration="1000">
						<modifier r_name="'Armor'" r_template="'mainEffectModifier'" r_modifierTarget="'actor.Armor'" r_modifiedValue="$0+4"/>
						<modifier r_name="'PhysicalResistance'" r_template="'mainEffectModifier'" r_modifierTarget="'actor.PhysicalResistance'" r_modifiedValue="$0+4"/>
					</effect>
					<effect r_name="'strikeMH'" r_template="{'mainTargetEffectTemplate','controllerEffect'}" r_enabled="standardHit&&exists(target)&&exists(mainhand)" r_className="'CctlEffectLaunchAction'" r_newActor="'actor'" r_newTarget="'target'" r_newActionType="'equippedItem'" r_newActionName="'mainhand'" r_delayRequest="0" r_params="{{'isFree',1}}"/>
					<effect r_name="'swipe'" r_template="{'mainActorEffectTemplate','controllerEffect'}" r_enabled="mightyCharge" r_className="'CctlEffectLaunchAction'" r_newActor="'actor'" r_newTarget="'actor'" r_newActionType="'power'" r_newActionName="'Swipe'" r_delayRequest="0" r_params="{{'isFree',1}}"/>
					<effect r_name="'strikeOH'" r_template="{'mainTargetEffectTemplate','controllerEffect'}" r_enabled="predatorInstinct&&exists(target)&&exists(offhand)" r_className="'CctlEffectLaunchAction'" r_newActor="'actor'" r_newTarget="'target'" r_newActionType="'equippedItem'" r_newActionName="'offhand'" r_delayRequest="0" r_params="{{'isFree',1}}"/>
				</effect>
			</action>
		</power>
		<power r_name="'WarriorStance'" r_template="'mainBuffPowerTemplate'"
					 r_displayName="text.powerNameWarriorStance"
					 r_effectName="text.powerNameWarriorStance"
					 r_graphic="'WarriorStance.png'"
					 powerBonus="packages.Warrior.classLevel*0.5"
					 buffExhaustionReduction="10"
					 powerTooltip="text.powerTooltipWarriorStance"
					 weaponRestriction="exists(mainhand)"
					 armorBonus="0"
					 counterAttack="0"
					 isBuffActive="0">
			<action r_name="'use'">
				<effect r_name="'mainEffect'">
					<modifier r_name="'HitBonus'" r_template="'mainEffectModifier'" r_enabled="w_launched&&weaponRestriction" r_modifierTarget="'customCloseCombatHitBonus'" r_modifiedValue="$0+powerBonus"/>
					<modifier r_name="'RangedDefenseBonus'" r_template="'mainEffectModifier'" r_modifierTarget="'customRangedDefenseBonus'" r_modifiedValue="$0+powerBonus"/>
					<modifier r_name="'ArmorBonus'" r_template="'mainEffectModifier'" r_enabled="w_launched&&armorBonus" r_modifierTarget="'NaturalArmor'" r_modifiedValue="$0+powerBonus"/>
					<modifier r_name="'isBuffActive'" r_template="'mainEffectModifier'" r_modifierTarget="'isBuffActive'" r_modifiedValue="1"/>
				</effect>
				<event r_name="'damaged'" r_template="'mainEventTemplate'" r_enabled="w_learned&&weaponRestriction" r_eventTarget="'hitPoints'" r_targetType="'attribute'">
					<effect r_name="'strikeMH'" r_template="{'mainTargetEffectTemplate','controllerEffect'}"
									r_enabled="isBuffActive&&counterAttack&&exists(actor)&&exists(target)&&target!=actor&&(w_oldValue>w_newValue)&&exists(mainhand)&&mainhand.action.r_canExecute&&mainhand.action.r_canTarget"
									r_className="'CctlEffectLaunchAction'"
									r_newActor="'target'"
									r_newTarget="'actor'"
									r_newActionType="'equippedItem'"
									r_newActionName="'mainhand'"
									r_delayRequest="0"
									r_params="{{'isFree',1}}"/>
				</event>
			</action>
		</power>
		<power r_name="'Bash'" r_template="{'WeaponAttackWithEffectTemplate','powerAttackValueInterface'}"
					 powerEffectOnAttack="'physicalStunAttack'"
					 slotName="'mainhand'" 
					 r_displayName="text.powerNameBash"
					 r_graphic="'Bash.png'"
					 powerFatigueCost="5"
					 powerDurationRoll="50*2D3"
					 powerDuration="'ToBeReplaced'"
					 powerRecastRule="'fail'"
					 powerDefenseName="text.defensePhysicalResistance"
					 powerHitBonus="1.5*packages.Warrior.classLevel"
					 powerDamageBonus="packages.Warrior.classLevel"
					 skillName="slotOK?(effectiveSlot.weaponSkillName):''"
					 mainSkillName="slotOK?(effectiveSlot.mainCombatSkillName):''"
					 powerTooltip="text.powerTooltipBash">
			<action r_name="'use'">
				<effect r_name="'mainEffect'">
					<effect r_name="'strike'">
						<modifier r_name="'damageBonus'" r_template="'mainModifierTemplate'" r_modifierTarget="'r_params'" r_modifiedValue="$0+{{'customCloseCombatDamageBonus',$0+powerDamageBonus},{'customCloseCombatHitBonus',$0+powerHitBonus}}"/>
					</effect>
					<effect r_name="'powerEffect'">
						<effect r_name="'evaluateRolls'">
							<effect r_name="'evaluateStunDuration'" r_template="{'mainSelfEffectTemplate','evaluationEffect'}" r_effect="powerDuration=powerDurationRoll"/>
						</effect>
					</effect>
				</effect>
			</action>
		</power>
		<power r_name="'WarriorStanceMastery'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameWarriorStanceMastery"
					 r_graphic="'WarriorStanceMastery.png'"
					 powerTooltip="text.powerTooltipWarriorStanceMastery">
			<modifier r_name="'WarriorStanceModifier'" r_template="'mainPowerModifier'" r_modifierTarget="'powers.WarriorStance.counterAttack'" r_modifiedValue="1"/>
		</power>
		<power r_name="'ArmorExpert'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameArmorExpert"
					 r_graphic="'ArmorMaster.png'"
					 powerTooltip="text.powerTooltipArmorExpert">
			<event r_name="'armorUpdate'" r_template="'mainEventTemplate'" r_eventTarget="'armor'" r_targetType="'evaluator'">
				<effect r_name="'eventRefresh'" r_template="{'mainSelfEffectTemplate','utilityEffect'}" r_className="'CutiEffectRefreshHierarchy'" r_refreshTarget="'ArmorExpert'"/>
			</event>
			<modifier r_name="'armorPrerequisiteSkill'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(armor)&&exists(armor.armorPrerequisite)" r_modifierTarget="'ItemTotalArmor'" r_modifiedValue="$0+max(0,(ArmorSkill-armor.armorPrerequisite)/2)"/>
			<modifier r_name="'armorPrerequisiteStrenght'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(armor)&&exists(armor.strengthPrerequisite)" r_modifierTarget="'ItemTotalArmor'" r_modifiedValue="$0+max(0,(Strength-armor.strengthPrerequisite)/2)"/>
			<modifier r_name="'dexBonusReduction'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(armor)" r_modifierTarget="'armor.dexBonusReduction'" r_modifiedValue="($0+1)/2"/>
			<modifier r_name="'dodgeBonusReduction'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(armor)" r_modifierTarget="'armor.dodgeBonusReduction'" r_modifiedValue="($0+1)/2"/>
		</power>
		<power r_name="'Swipe'" r_template="'activePowerTemplate'"
					 powerEffectTemplate="{'mainSelfEffectTemplate','multiEffect'}"
					 r_displayName="text.powerNameSwipe"
					 r_graphic="'Swipe.png'"
					 powerRange="0"
					 powerFatigueCost="10"
					 powerTooltip="text.powerTooltipSwipe">
			<action r_name="'use'" r_enabled="exists(mainhand)">
				<effect r_name="'mainEffect'">
					<effect r_name="'log'" r_template="'logPower'"/>
					<effect r_name="'Swipe'" r_template="{'mainTargetEffectTemplate','controllerEffect'}"
									r_className="'CctlEffectLaunchAreaEffect'"
									r_area="{'circle',targetSquare.w_xCoord,targetSquare.w_yCoord,1,1}"
									r_areaTargetingType="'direct'">
						<effect r_name="'Swipe'" r_template="{'mainTargetEffectTemplate','controllerEffect'}"
										r_enabled="costPaid"
										r_className="'CctlEffectLaunchAction'"
										r_newActor="'actor'"
										r_newTarget="'target'"
										r_newActionType="'equippedItem'"
										r_newActionName="'mainhand'"
										r_delayRequest="0"
										r_params="{{'isFree',1}}"/>
					</effect>
				</effect>
			</action>
		</power>
	 	<power r_name="'WeaponMaster'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameWeaponMaster"
					 r_graphic="'WeaponMaster.png'"
					 powerValue="((max(Axe-2,0)+max(Dagger-2,0)+max(Mace-2,0)+max(Polearm-2,0)+max(Staff-2,0)+max(Sword-2,0))+(rangedBonus?(max(Bow-2,0)+max(Crossbow-2,0)+max(Throw-2,0)):0))/2"
					 powerTooltip="text.powerTooltipWeaponMaster"
					 rangedBonus="0">
			<modifier r_name="'customCloseCombatDamageBonus'" r_template="'mainPowerModifier'" r_modifierTarget="'customCloseCombatDamageBonus'" r_modifiedValue="$0+powerValue"/>
			<modifier r_name="'customRangedDamageBonus'" r_template="'mainPowerModifier'" r_modifierTarget="'customRangedDamageBonus'" r_modifiedValue="$0+(rangedBonus?powerValue:0)"/>
		</power>
		<power r_name="'HeavyStrike'" r_template="'WeaponAttackWithEffectTemplate'"
					 powerEffectOnAttack="'pushEffect'"
					 slotName="'mainhand'"
					 r_displayName="text.powerNameHeavyStrike"
					 r_graphic="'HeavyStrike.png'"
					 powerFatigueCost="5"
					 powerDuration="100"
					 powerTooltip="text.powerTooltipHeavyStrike"/>
	 	<power r_name="'WeaponFocus'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameWeaponFocus"
					 r_graphic="'WeaponFocus.png'"
					 powerBonus="1.25"
					 powerTooltip="text.powerTooltipWeaponFocus">
			<modifier r_name="'AttackDelay'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(mainhand)" r_modifierTarget="'mainhand.action.timeCost'" r_modifiedValue="$0/powerBonus"/>
		</power>
	 	<power r_name="'Adrenaline'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameAdrenaline"
					 r_graphic="'Adrenaline.png'"
					 powerTooltip="text.powerTooltipAdrenaline">
			<event r_name="'experienced'" r_template="'mainEventTemplate'" r_enabled="w_learned" r_eventTarget="'Experience'" r_targetType="'attribute'">
				<effect r_name="'gainFatigue'" r_template="{'mainSelfEffectTemplate','multiEffect'}"
								r_enabled="exists(target)&&(target.isDead)&&(actor==character)"
								resultingRestore="0">
					<effect r_name="'evaluate'" r_template="{'mainSelfEffectTemplate','evaluationEffect'}" r_effect="resultingRestore=1D3"/>
			 		<effect r_name="'restore'" r_template="'basicRestoreSelf'" fatigueAmount="resultingRestore"/>
				</effect>
			</event>
		</power>
		
<!-- -->
<!-- BARBARIAN POWERS -->
<!-- -->
		<power r_name="'HeavyWeaponMastery'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameHeavyWeaponMastery"
					 r_graphic="'HeavyWeaponMastery.png'"
					 powerTooltip="text.powerTooltipHeavyWeaponMastery">
			<modifier r_name="'DamageBonus'" r_template="'mainPowerModifier'" r_modifierTarget="'customCloseCombatDamageBonus'" r_modifiedValue="$0+((exists(mainhand)&&(mainhand.slot=='twohands')&&!exists(offhand))?(Strength*0.5):0)"/>
		</power>
		<power r_name="'Intimidation'" r_template="{'activePowerTemplate','powerAttackValueInterface'}"
					 powerEffectTemplate="{'mainSquareEffectTemplate','controllerEffect'}"
		 			 r_displayName="text.powerNameIntimidation"
					 r_graphic="'Intimidation.png'"
					 powerTooltip="text.powerTooltipIntimidation"
					 basePowerHitBonus="packages.Barbarian.classLevel"
					 skillName="exists(mainhand)?(mainhand.weaponSkillName):''"
					 mainSkillName="'CloseCombat'"
		 			 powerDefenseName="text.defenseMentalResistance"
					 powerDuration="(5D3)*100"
					 powerRecastRule="'fail'"
					 powerRange="0"
					 powerFatigueCost="5">
			<action r_name="'use'">
				<effect r_name="'mainEffect'"
								r_className="'CctlEffectLaunchAreaEffect'"
								r_area="{'circle',targetSquare.w_xCoord,targetSquare.w_yCoord,1,4}"
								r_areaTargetingType="'direct'">
					<effect r_name="'fearEffect'" r_template="'mentalShakenAttack'">
					</effect>
				</effect>
			</action>
		</power>
		<power	r_name="'MightyCharge'" r_template="'mainPowerTemplate'"
						r_displayName="text.powerNameMightyCharge"
						r_graphic="'MightyCharge.png'"
						powerTooltip="text.powerTooltipMightyCharge">
			<modifier r_name="'MightyCharge'" r_template="'mainPowerModifier'" r_modifierTarget="'powers.Charge.mightyCharge'" r_modifiedValue="1"/>
		</power>
		<power r_name="'Fearless'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameFearless"
					 r_graphic="'Fearless.png'"
					 powerTooltip="text.powerTooltipFearless">
			<modifier r_name="'immunities'" r_template="'mainPowerModifier'" r_modifierTarget="'immunities'" r_modifiedValue="$0+{'Fear','Shaken'}"/>
		</power>
		<power r_name="'Rage'" r_template="'mainBuffPowerTemplate'"
					 r_displayName="text.powerNameRage"
					 r_graphic="'Rage.png'"
					 powerDuration="1000"
					 powerExhaustionCost="2"
					 powerHealBonus="50"
					 powerTooltip="text.powerTooltipRage">
			<action r_name="'use'">
				<effect r_name="'mainEffect'">
					<modifier r_name="'Strength'" r_template="'mainEffectModifier'" r_modifierTarget="'target.Strength'" r_modifiedValue="$0+6"/>
					<modifier r_name="'Dexterity'" r_template="'mainEffectModifier'" r_modifierTarget="'target.Dexterity'" r_modifiedValue="$0+6"/>
					<modifier r_name="'Intelligence'" r_template="'mainEffectModifier'" r_modifierTarget="'target.Intelligence'" r_modifiedValue="$0-6"/>
					<modifier r_name="'Constitution'" r_template="'mainEffectModifier'" r_modifierTarget="'target.Constitution'" r_modifiedValue="$0+6"/>
					<modifier r_name="'MentalResistance'" r_template="'mainEffectModifier'" r_modifierTarget="'target.MentalResistance'" r_modifiedValue="$0+6"/>
					<modifier r_name="'DamageBonus'" r_template="'mainPowerModifier'" r_modifierTarget="'customCloseCombatDamageBonus'" r_modifiedValue="$0+6"/>
					<modifier r_name="'HitBonus'" r_template="'mainPowerModifier'" r_modifierTarget="'customCloseCombatHitBonus'" r_modifiedValue="$0+6"/>
				</effect>
				<effect r_name="'healEffect'" r_template="'standardHealTemplate'"
								r_enabled="costPaid"
								healBonus="powerHealBonus"
								actionLogMethod="'logPowerWithHeal'"/>
			</action>
		</power>
		
<!-- -->
<!-- KNIGHT POWERS -->
<!-- -->
		<power	r_name="'ShieldCharge'" r_template="'mainPowerTemplate'"
						r_displayName="text.powerNameShieldCharge"
						r_graphic="'ShieldCharge.png'"
						powerTooltip="text.powerTooltipShieldCharge">
			<modifier r_name="'ShieldCharge'" r_template="'mainPowerModifier'" r_modifierTarget="'powers.Charge.shieldCharge'" r_modifiedValue="1"/>
		</power>
		<power r_name="'ShieldFocus'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameShieldFocus"
					 r_graphic="'ShieldFocus.png'"
					 powerValue="(packages.Knight.classLevel+max(0,Shield-offhand.shieldPrerequisite))*0.5"
					 powerTooltip="text.powerTooltipShieldFocus">
			<modifier r_name="'DefenseBonus'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(offhand)&&exists(offhand.shieldPrerequisite)" r_modifierTarget="'Defense'" r_modifiedValue="$0+powerValue"/>
		</power>
		<power	r_name="'DefensiveStance'" r_template="'mainPowerTemplate'"
						r_displayName="text.powerNameDefensiveStance"
						r_graphic="'DefensiveStance.png'"
						powerTooltip="text.powerTooltipDefensiveStance">
			<modifier r_name="'WarriorStanceModifier'" r_template="'mainPowerModifier'" r_modifierTarget="'powers.WarriorStance.armorBonus'" r_modifiedValue="1"/>
		</power>
		<power r_name="'ArmorMastery'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameArmorMastery"
					 r_graphic="'ArmorMastery.png'"
					 powerTooltip="text.powerTooltipArmorMastery">
			<event r_name="'armorUpdate'" r_template="'mainEventTemplate'" r_eventTarget="'armor'" r_targetType="'evaluator'">
				<effect r_name="'eventRefresh'" r_template="{'mainSelfEffectTemplate','utilityEffect'}" r_className="'CutiEffectRefreshHierarchy'" r_refreshTarget="'ArmorMastery'"/>
			</event>
			<modifier r_name="'ArmorBonus'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(armor)" r_modifierTarget="'armor.itemArmor'" r_modifiedValue="$0*1.5"/>
			<modifier r_name="'AbsorptionBonus'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(armor)" r_modifierTarget="'armor.damageAbsorption'" r_modifiedValue="$0+1"/>
		</power>
		<power r_name="'ShieldBash'" r_template="'mainPowerTemplate'"
					 r_displayName="text.powerNameShieldBash"
					 r_graphic="'ShieldBash.png'"
					 powerTooltip="text.powerTooltipShieldBash">
			<event r_name="'shieldUpdate'" r_template="'mainEventTemplate'" r_eventTarget="'offhand'" r_targetType="'evaluator'">
				<effect r_name="'eventRefresh'" r_template="{'mainSelfEffectTemplate','utilityEffect'}" r_className="'CutiEffectRefreshHierarchy'" r_refreshTarget="'ShieldBash'"/>
			</event>
			<modifier r_name="'shieldAttack'" r_template="'mainPowerModifier'" r_enabled="w_learned&&exists(offhand)&&exists(offhand.shieldAttack)" r_modifierTarget="'offhand.shieldAttack'" r_modifiedValue="1"/>
		</power>
	</powers>
</data>