<?xml version="1.0" encoding="utf-8"?>
<ContentPack xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <Title>Examples</Title>
  <Author>Unknown</Author>
  <Version>0</Version>
  <Skills>
    <SkillTemplate>
      <UniqueSkillTemplateId>0</UniqueSkillTemplateId>
      <Name>Sharpened Swords</Name>
      <IconId>5</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>0</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="PropertyModifierEffectTemplate">
          <Name>Damage Bonus</Name>
          <Description>+Damage</Description>
          <IconId>5</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0.01</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0.05</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0.1</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0.25</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <AffectedProperty>Damage</AffectedProperty>
          <IsPercentage>Percentage</IsPercentage>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>4</UniqueSkillTemplateId>
      <Name>Riposte</Name>
      <IconId>20</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>0</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="DamageTriggerEffectTemplate">
          <Name>Riposte</Name>
          <Description>Counterattack</Description>
          <IconId>20</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <DamageBounds>
            <Value_Level_1_Rank_1>1</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>5</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>90</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>100</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </DamageBounds>
          <DamageType>Static</DamageType>
          <Target>Target</Target>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>DoBlockSuccessful</EventName>
          </Trigger>
          <TriggerDescription>on successful block</TriggerDescription>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>16</UniqueSkillTemplateId>
      <Name>Encouraged</Name>
      <IconId>32</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>0</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="BoostPropertyTriggerEffectTemplate">
          <Name>Encouraged</Name>
          <Description>Hit=&gt;+CritHitChance</Description>
          <IconId>32</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <BoostIsUnique>NotUnique</BoostIsUnique>
          <BoostSelf>Self</BoostSelf>
          <DurationBounds>
            <Value_Level_1_Rank_1>1000</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>2000</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>8000</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>10000</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </DurationBounds>
          <PropertyModifier>
            <Name>Encourages</Name>
            <Description>+CritHitChance</Description>
            <IconId>32</IconId>
            <VisibleInEffectBar>Visible</VisibleInEffectBar>
            <IsUnique>NotUnique</IsUnique>
            <Bounds>
              <Value_Level_1_Rank_1>0.01</Value_Level_1_Rank_1>
              <Value_Level_1_Rank_5>0.02</Value_Level_1_Rank_5>
              <Value_Level_100_Rank_1>0.09</Value_Level_100_Rank_1>
              <Value_Level_100_Rank_5>0.1</Value_Level_100_Rank_5>
              <IsStatic>false</IsStatic>
            </Bounds>
            <IsRoomRelated>false</IsRoomRelated>
            <ParticleEmitterId>0</ParticleEmitterId>
            <AffectedProperty>CriticalHitChance</AffectedProperty>
            <IsPercentage>Static</IsPercentage>
          </PropertyModifier>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>DoHit</EventName>
          </Trigger>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>40</UniqueSkillTemplateId>
      <Name>Painful Weapon Poison</Name>
      <IconId>48</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>2</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="PoisonedTriggerEffectTemplate">
          <Name>Painful Weapon Poison</Name>
          <Description>DirectDamagePoison</Description>
          <IconId>48</IconId>
          <VisibleInEffectBar>Visible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>4</ParticleEmitterId>
          <ParticleEmitterType>
            <Amount>
              <EmitsPerCall>1</EmitsPerCall>
              <TotalEmitsOverTime>0</TotalEmitsOverTime>
            </Amount>
            <Chance>
              <Chance>1</Chance>
            </Chance>
            <Time>
              <TimeBetweenTicks>1000</TimeBetweenTicks>
              <EmitsOverTimeDuration>0</EmitsOverTimeDuration>
            </Time>
            <Lifespan>
              <SamplingStart>3000</SamplingStart>
              <SamplingEnd>5000</SamplingEnd>
              <TransparenceByLifespan>true</TransparenceByLifespan>
            </Lifespan>
            <Velocity>
              <SampleStart>
                <X>0</X>
                <Y>-0.1</Y>
              </SampleStart>
              <SampleEnd>
                <X>0</X>
                <Y>-0.1</Y>
              </SampleEnd>
            </Velocity>
            <Acceleration>
              <SampleStart>
                <X>0</X>
                <Y>0</Y>
              </SampleStart>
              <SampleEnd>
                <X>0</X>
                <Y>0</Y>
              </SampleEnd>
            </Acceleration>
            <ParticleColor>
              <SampleStart>
                <R>105</R>
                <G>208</G>
                <B>30</B>
                <A>255</A>
                <PackedValue>4280209513</PackedValue>
              </SampleStart>
              <SampleEnd>
                <R>105</R>
                <G>208</G>
                <B>30</B>
                <A>255</A>
                <PackedValue>4280209513</PackedValue>
              </SampleEnd>
            </ParticleColor>
            <Scale>
              <ScaleEqual>true</ScaleEqual>
              <SampleStart>
                <X>0.8</X>
                <Y>0.8</Y>
              </SampleStart>
              <SampleEnd>
                <X>0.8</X>
                <Y>0.8</Y>
              </SampleEnd>
            </Scale>
            <Rotation>
              <SampleStart>0</SampleStart>
              <SampleEnd>0</SampleEnd>
            </Rotation>
            <Displacement>
              <SampleStart>
                <X>-18</X>
                <Y>-30</Y>
              </SampleStart>
              <SampleEnd>
                <X>18</X>
                <Y>30</Y>
              </SampleEnd>
            </Displacement>
          </ParticleEmitterType>
          <DamageBounds>
            <Value_Level_1_Rank_1>1</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>5</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>90</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>100</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </DamageBounds>
          <TickBounds>
            <Value_Level_1_Rank_1>1000</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>1000</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>1000</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>1000</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </TickBounds>
          <DurationBounds>
            <Value_Level_1_Rank_1>30000</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>30000</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>30000</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>30000</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </DurationBounds>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>DoDamage</EventName>
          </Trigger>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>41</UniqueSkillTemplateId>
      <Name>Preparation Potion of the Weasel</Name>
      <IconId>63</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>2</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="BoostPropertyTriggerEffectTemplate">
          <Name>Preparation Potion of the Weasel</Name>
          <Description>Respawn=&gt;+AttackSpeed</Description>
          <IconId>63</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <BoostIsUnique>Unique</BoostIsUnique>
          <BoostSelf>Self</BoostSelf>
          <DurationBounds>
            <Value_Level_1_Rank_1>5000</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>6000</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>15000</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>20000</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </DurationBounds>
          <PropertyModifier>
            <Name>Potion of the Weasel</Name>
            <Description>+AttackSpeed</Description>
            <IconId>63</IconId>
            <VisibleInEffectBar>Visible</VisibleInEffectBar>
            <IsUnique>NotUnique</IsUnique>
            <Bounds>
              <Value_Level_1_Rank_1>-90</Value_Level_1_Rank_1>
              <Value_Level_1_Rank_5>-100</Value_Level_1_Rank_5>
              <Value_Level_100_Rank_1>-250</Value_Level_100_Rank_1>
              <Value_Level_100_Rank_5>-300</Value_Level_100_Rank_5>
              <IsStatic>false</IsStatic>
            </Bounds>
            <IsRoomRelated>false</IsRoomRelated>
            <ParticleEmitterId>5</ParticleEmitterId>
            <ParticleEmitterType>
              <Amount>
                <EmitsPerCall>1</EmitsPerCall>
                <TotalEmitsOverTime>0</TotalEmitsOverTime>
              </Amount>
              <Chance>
                <Chance>1</Chance>
              </Chance>
              <Time>
                <TimeBetweenTicks>1000</TimeBetweenTicks>
                <EmitsOverTimeDuration>0</EmitsOverTimeDuration>
              </Time>
              <Lifespan>
                <SamplingStart>3000</SamplingStart>
                <SamplingEnd>5000</SamplingEnd>
                <TransparenceByLifespan>true</TransparenceByLifespan>
              </Lifespan>
              <Velocity>
                <SampleStart>
                  <X>0</X>
                  <Y>-0.1</Y>
                </SampleStart>
                <SampleEnd>
                  <X>0</X>
                  <Y>-0.1</Y>
                </SampleEnd>
              </Velocity>
              <Acceleration>
                <SampleStart>
                  <X>0</X>
                  <Y>0</Y>
                </SampleStart>
                <SampleEnd>
                  <X>0</X>
                  <Y>0</Y>
                </SampleEnd>
              </Acceleration>
              <ParticleColor>
                <SampleStart>
                  <R>208</R>
                  <G>135</G>
                  <B>30</B>
                  <A>255</A>
                  <PackedValue>4280190928</PackedValue>
                </SampleStart>
                <SampleEnd>
                  <R>208</R>
                  <G>135</G>
                  <B>30</B>
                  <A>255</A>
                  <PackedValue>4280190928</PackedValue>
                </SampleEnd>
              </ParticleColor>
              <Scale>
                <ScaleEqual>true</ScaleEqual>
                <SampleStart>
                  <X>0.8</X>
                  <Y>0.8</Y>
                </SampleStart>
                <SampleEnd>
                  <X>0.8</X>
                  <Y>0.8</Y>
                </SampleEnd>
              </Scale>
              <Rotation>
                <SampleStart>0</SampleStart>
                <SampleEnd>0</SampleEnd>
              </Rotation>
              <Displacement>
                <SampleStart>
                  <X>-18</X>
                  <Y>-30</Y>
                </SampleStart>
                <SampleEnd>
                  <X>18</X>
                  <Y>30</Y>
                </SampleEnd>
              </Displacement>
            </ParticleEmitterType>
            <AffectedProperty>AttackSpeed</AffectedProperty>
            <IsPercentage>Static</IsPercentage>
          </PropertyModifier>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>Resurrecting</EventName>
          </Trigger>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>55</UniqueSkillTemplateId>
      <Name>Wavering Weapon Poison</Name>
      <IconId>77</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>2</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="BoostPropertyTriggerEffectTemplate">
          <Name>Wavering Weapon Poison</Name>
          <Description>-ReductionPoison</Description>
          <IconId>77</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>4</ParticleEmitterId>
          <ParticleEmitterType>
            <Amount>
              <EmitsPerCall>1</EmitsPerCall>
              <TotalEmitsOverTime>0</TotalEmitsOverTime>
            </Amount>
            <Chance>
              <Chance>1</Chance>
            </Chance>
            <Time>
              <TimeBetweenTicks>1000</TimeBetweenTicks>
              <EmitsOverTimeDuration>0</EmitsOverTimeDuration>
            </Time>
            <Lifespan>
              <SamplingStart>3000</SamplingStart>
              <SamplingEnd>5000</SamplingEnd>
              <TransparenceByLifespan>true</TransparenceByLifespan>
            </Lifespan>
            <Velocity>
              <SampleStart>
                <X>0</X>
                <Y>-0.1</Y>
              </SampleStart>
              <SampleEnd>
                <X>0</X>
                <Y>-0.1</Y>
              </SampleEnd>
            </Velocity>
            <Acceleration>
              <SampleStart>
                <X>0</X>
                <Y>0</Y>
              </SampleStart>
              <SampleEnd>
                <X>0</X>
                <Y>0</Y>
              </SampleEnd>
            </Acceleration>
            <ParticleColor>
              <SampleStart>
                <R>30</R>
                <G>131</G>
                <B>208</B>
                <A>255</A>
                <PackedValue>4291855134</PackedValue>
              </SampleStart>
              <SampleEnd>
                <R>30</R>
                <G>131</G>
                <B>208</B>
                <A>255</A>
                <PackedValue>4291855134</PackedValue>
              </SampleEnd>
            </ParticleColor>
            <Scale>
              <ScaleEqual>true</ScaleEqual>
              <SampleStart>
                <X>0.8</X>
                <Y>0.8</Y>
              </SampleStart>
              <SampleEnd>
                <X>0.8</X>
                <Y>0.8</Y>
              </SampleEnd>
            </Scale>
            <Rotation>
              <SampleStart>0</SampleStart>
              <SampleEnd>0</SampleEnd>
            </Rotation>
            <Displacement>
              <SampleStart>
                <X>-18</X>
                <Y>-30</Y>
              </SampleStart>
              <SampleEnd>
                <X>18</X>
                <Y>30</Y>
              </SampleEnd>
            </Displacement>
          </ParticleEmitterType>
          <BoostIsUnique>Unique</BoostIsUnique>
          <BoostSelf>Target</BoostSelf>
          <DurationBounds>
            <Value_Level_1_Rank_1>5000</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>6000</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>18000</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>20000</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </DurationBounds>
          <PropertyModifier>
            <Name>Wavering Poison</Name>
            <Description>-Reduction</Description>
            <IconId>77</IconId>
            <VisibleInEffectBar>Visible</VisibleInEffectBar>
            <IsUnique>NotUnique</IsUnique>
            <Bounds>
              <Value_Level_1_Rank_1>-0.05</Value_Level_1_Rank_1>
              <Value_Level_1_Rank_5>-0.06</Value_Level_1_Rank_5>
              <Value_Level_100_Rank_1>-0.15</Value_Level_100_Rank_1>
              <Value_Level_100_Rank_5>-0.2</Value_Level_100_Rank_5>
              <IsStatic>false</IsStatic>
            </Bounds>
            <IsRoomRelated>false</IsRoomRelated>
            <ParticleEmitterId>0</ParticleEmitterId>
            <AffectedProperty>BlockingDamage</AffectedProperty>
            <IsPercentage>Static</IsPercentage>
          </PropertyModifier>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>DoDamage</EventName>
          </Trigger>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>60</UniqueSkillTemplateId>
      <Name>Curse of Greed</Name>
      <IconId>49</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>3</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="PropertyModifierEffectTemplate">
          <Name>Health Penalty</Name>
          <Description>-Health</Description>
          <IconId>49</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>-10</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>-20</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>-40</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>-50</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <AffectedProperty>Health</AffectedProperty>
          <IsPercentage>Static</IsPercentage>
        </EffectTemplate>
        <EffectTemplate xsi:type="PlayerBonusTriggerEffectTemplate">
          <Name>Sacrifice</Name>
          <Description>Death=&gt;+Money</Description>
          <IconId>49</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <BonusType>Money</BonusType>
          <ValueBounds>
            <Value_Level_1_Rank_1>1</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>5</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>10</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>50</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </ValueBounds>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>Dies</EventName>
          </Trigger>
          <TriggerDescription>on death</TriggerDescription>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>66</UniqueSkillTemplateId>
      <Name>Vital Spark of Prevention</Name>
      <IconId>87</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>3</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="BoostPropertyTriggerEffectTemplate">
          <Name>Vital Spark of Prevention</Name>
          <Description>Death=&gt;+BlockChance</Description>
          <IconId>87</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <BoostIsUnique>NotUnique</BoostIsUnique>
          <BoostSelf>Self</BoostSelf>
          <DurationBounds>
            <Value_Level_1_Rank_1>100</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>200</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>1000</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>1200</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </DurationBounds>
          <PropertyModifier>
            <Name>Vital Spark of Prevention</Name>
            <Description>+BlockChance</Description>
            <IconId>87</IconId>
            <VisibleInEffectBar>Visible</VisibleInEffectBar>
            <IsUnique>NotUnique</IsUnique>
            <Bounds>
              <Value_Level_1_Rank_1>0.01</Value_Level_1_Rank_1>
              <Value_Level_1_Rank_5>0.02</Value_Level_1_Rank_5>
              <Value_Level_100_Rank_1>0.09</Value_Level_100_Rank_1>
              <Value_Level_100_Rank_5>0.1</Value_Level_100_Rank_5>
              <IsStatic>false</IsStatic>
            </Bounds>
            <IsRoomRelated>false</IsRoomRelated>
            <ParticleEmitterId>0</ParticleEmitterId>
            <AffectedProperty>BlockingChance</AffectedProperty>
            <IsPercentage>Static</IsPercentage>
          </PropertyModifier>
          <Trigger xsi:type="MultiUnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <TargetUnit>Skeletons</TargetUnit>
            <EventName>Dies</EventName>
          </Trigger>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>82</UniqueSkillTemplateId>
      <Name>Trained Focus</Name>
      <IconId>52</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>4</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="PlayerBonusTriggerEffectTemplate">
          <Name>Trained Focus</Name>
          <Description>InRange=&gt;+Exp</Description>
          <IconId>52</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0</Value_Level_100_Rank_5>
            <IsStatic>true</IsStatic>
          </Bounds>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <BonusType>Experience</BonusType>
          <ValueBounds>
            <Value_Level_1_Rank_1>1</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>5</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>90</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>190</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </ValueBounds>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>IsInRangeNow</EventName>
          </Trigger>
          <TriggerDescription>by a knight entering the attack range</TriggerDescription>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>84</UniqueSkillTemplateId>
      <Name>Exploitation</Name>
      <IconId>54</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>4</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="PayoffTriggerEffectTemplate">
          <Name>Exploitation</Name>
          <Description>Hit=&gt;Payoff=&gt;Death=&gt;Money</Description>
          <IconId>54</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <IsRoomRelated>false</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <PayoffEffectTemplate xsi:type="PlayerBonusEffectTemplate">
            <Name>Payoff</Name>
            <Description>Death=&gt;Money</Description>
            <IconId>54</IconId>
            <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
            <IsUnique>NotUnique</IsUnique>
            <Bounds>
              <Value_Level_1_Rank_1>1</Value_Level_1_Rank_1>
              <Value_Level_1_Rank_5>5</Value_Level_1_Rank_5>
              <Value_Level_100_Rank_1>90</Value_Level_100_Rank_1>
              <Value_Level_100_Rank_5>100</Value_Level_100_Rank_5>
              <IsStatic>false</IsStatic>
            </Bounds>
            <IsRoomRelated>false</IsRoomRelated>
            <ParticleEmitterId>0</ParticleEmitterId>
            <BonusType>Money</BonusType>
            <TriggerDescription>on death</TriggerDescription>
          </PayoffEffectTemplate>
          <Trigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>DoAttack</EventName>
          </Trigger>
          <PayoffTrigger xsi:type="UnitEventTrigger">
            <Op>IsLess</Op>
            <Reference>0</Reference>
            <UsesOperator>false</UsesOperator>
            <EventName>Dies</EventName>
          </PayoffTrigger>
          <PayoffTarget>Target</PayoffTarget>
          <TriggerDescription>on attack</TriggerDescription>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
    <SkillTemplate>
      <UniqueSkillTemplateId>90</UniqueSkillTemplateId>
      <Name>Red Treasure Chest</Name>
      <IconId>106</IconId>
      <AtmoText>...</AtmoText>
      <Description>This skill has dummy values!</Description>
      <SlotRoomId>4</SlotRoomId>
      <TargetRooms>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
        <boolean>true</boolean>
      </TargetRooms>
      <DropTokens>1000</DropTokens>
      <MinRarity>White</MinRarity>
      <EffectTemplates>
        <EffectTemplate xsi:type="SkillTreeBonusEffectTemplate">
          <Name>Red Treasure Chest</Name>
          <Description>+RedSkills</Description>
          <IconId>106</IconId>
          <VisibleInEffectBar>NotVisible</VisibleInEffectBar>
          <IsUnique>NotUnique</IsUnique>
          <Bounds>
            <Value_Level_1_Rank_1>0.01</Value_Level_1_Rank_1>
            <Value_Level_1_Rank_5>0.02</Value_Level_1_Rank_5>
            <Value_Level_100_Rank_1>0.15</Value_Level_100_Rank_1>
            <Value_Level_100_Rank_5>0.2</Value_Level_100_Rank_5>
            <IsStatic>false</IsStatic>
          </Bounds>
          <IsRoomRelated>true</IsRoomRelated>
          <ParticleEmitterId>0</ParticleEmitterId>
          <BonusType>RarityRed</BonusType>
        </EffectTemplate>
      </EffectTemplates>
    </SkillTemplate>
  </Skills>
</ContentPack>