Expanded Drunken Master for epic progression.
Expanded Drunken Master for epic progression. Tweaked Henshin Mystic's epic bonus feats.
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@ -204,7 +204,7 @@
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200 Disciple_of_Meph 16790684 16823016 16823017 16823018 16823019 IR_DISCMEPH 8 CLS_ATK_1 CLS_FEAT_MEPH CLS_SAVTHR_MONK CLS_SKILL_MEPH CLS_BFEAT_MEPH 4 **** **** 1 0 12 16 14 8 14 12 CHA 0X09 0X2 0 CLASS_TYPE_DISCIPLE_OF_MEPH 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_MEPH 40 0 0 0 10 2 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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200 Disciple_of_Meph 16790684 16823016 16823017 16823018 16823019 IR_DISCMEPH 8 CLS_ATK_1 CLS_FEAT_MEPH CLS_SAVTHR_MONK CLS_SKILL_MEPH CLS_BFEAT_MEPH 4 **** **** 1 0 12 16 14 8 14 12 CHA 0X09 0X2 0 CLASS_TYPE_DISCIPLE_OF_MEPH 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_MEPH 40 0 0 0 10 2 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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201 Soul_Eater 16790685 16832116 16832117 16832118 16832119 IR_SOULEATER 8 CLS_ATK_1 CLS_FEAT_SLEAT CLS_SAVTHR_MONK CLS_SKILL_SLEAT CLS_BFEAT_SLEAT 4 **** **** 1 0 14 16 10 12 14 10 INT 0X09 0X2 0 CLASS_TYPE_SOUL_EATER 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_SLEAT 40 0 0 0 10 1 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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201 Soul_Eater 16790685 16832116 16832117 16832118 16832119 IR_SOULEATER 8 CLS_ATK_1 CLS_FEAT_SLEAT CLS_SAVTHR_MONK CLS_SKILL_SLEAT CLS_BFEAT_SLEAT 4 **** **** 1 0 14 16 10 12 14 10 INT 0X09 0X2 0 CLASS_TYPE_SOUL_EATER 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_SLEAT 40 0 0 0 10 1 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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202 Henshin_Mystic 16790686 16825076 16825078 16825079 16825080 IR_HNSHN 8 CLS_ATK_2 CLS_FEAT_HNSHN CLS_SAVTHR_MONK CLS_SKILL_HNSHN CLS_BFEAT_HNSHN 4 **** **** 1 0 14 14 14 15 10 10 WIS 0X05 0X1 0 CLASS_TYPE_HENSHIN_MYSTIC 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_HNSHN 40 0 0 0 10 5 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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202 Henshin_Mystic 16790686 16825076 16825078 16825079 16825080 IR_HNSHN 8 CLS_ATK_2 CLS_FEAT_HNSHN CLS_SAVTHR_MONK CLS_SKILL_HNSHN CLS_BFEAT_HNSHN 4 **** **** 1 0 14 14 14 15 10 10 WIS 0X05 0X1 0 CLASS_TYPE_HENSHIN_MYSTIC 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_HNSHN 40 0 0 0 10 5 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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203 Drunken_Master 16790687 16825095 16825097 16825098 16825099 IR_DRNKN 8 CLS_ATK_2 CLS_FEAT_DRNKN CLS_SAVTHR_RANG CLS_SKILL_DRNKN CLS_BFEAT_DRNKN 4 **** **** 1 0 14 14 14 15 10 10 WIS 0X00 0X0 0 CLASS_TYPE_DRUNKEN_MASTER 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_DRNKN 10 0 0 0 10 5 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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203 Drunken_Master 16790687 16825095 16825097 16825098 16825099 IR_DRNKN 8 CLS_ATK_2 CLS_FEAT_DRNKN CLS_SAVTHR_RANG CLS_SKILL_DRNKN CLS_BFEAT_DRNKN 4 **** **** 1 0 14 14 14 15 10 10 WIS 0X00 0X0 0 CLASS_TYPE_DRUNKEN_MASTER 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_DRNKN 40 0 0 0 10 5 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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204 Enlightened_Fist 16790688 16829416 16829417 16829418 16829419 IR_SACREDFIST 8 CLS_ATK_2 CLS_FEAT_ENLFIS CLS_SAVTHR_BARD CLS_SKILL_ENLFIS CLS_BFEAT_ENLFIS 4 **** **** 1 0 10 14 12 14 16 10 DEX 0X00 0X0 0 CLASS_TYPE_ENLIGHTENEDFIST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_ENLFIS 10 0 1 0 10 5 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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204 Enlightened_Fist 16790688 16829416 16829417 16829418 16829419 IR_SACREDFIST 8 CLS_ATK_2 CLS_FEAT_ENLFIS CLS_SAVTHR_BARD CLS_SKILL_ENLFIS CLS_BFEAT_ENLFIS 4 **** **** 1 0 10 14 12 14 16 10 DEX 0X00 0X0 0 CLASS_TYPE_ENLIGHTENEDFIST 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_ENLFIS 10 0 1 0 10 5 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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205 Morninglord 16790689 16789624 16789625 16789626 16789627 IR_MORNING 8 CLS_ATK_2 CLS_FEAT_ML CLS_SAVTHR_CLER CLS_SKILL_ML CLS_BFEAT_ML 2 **** **** 1 0 14 8 14 16 10 14 CHA 0X11 0X2 0 CLASS_TYPE_MORNINGLORD 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_ML 40 0 0 1 10 2 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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205 Morninglord 16790689 16789624 16789625 16789626 16789627 IR_MORNING 8 CLS_ATK_2 CLS_FEAT_ML CLS_SAVTHR_CLER CLS_SKILL_ML CLS_BFEAT_ML 2 **** **** 1 0 14 8 14 16 10 14 CHA 0X11 0X2 0 CLASS_TYPE_MORNINGLORD 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_ML 40 0 0 1 10 2 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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206 IncarnumBlade 16790690 16838136 16838137 16838138 16838139 IR_CRUSADER 10 CLS_ATK_1 CLS_FEAT_IBLADE CLS_SAVTHR_FIGHT CLS_SKILL_IBLADE CLS_BFEAT_BLANK 2 **** **** 1 0 16 14 14 14 10 8 STR 0X01 0X3 0 CLASS_TYPE_INCARNUM_BLADE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_IBLADE 5 0 0 0 5 17 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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206 IncarnumBlade 16790690 16838136 16838137 16838138 16838139 IR_CRUSADER 10 CLS_ATK_1 CLS_FEAT_IBLADE CLS_SAVTHR_FIGHT CLS_SKILL_IBLADE CLS_BFEAT_BLANK 2 **** **** 1 0 16 14 14 14 10 8 STR 0X01 0X3 0 CLASS_TYPE_INCARNUM_BLADE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CLS_PRES_IBLADE 5 0 0 0 5 17 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
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@ -1,63 +1,63 @@
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2DA V2.0
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2DA V2.0
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Bonus
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Bonus
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0 0
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0 0
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1 0
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1 0
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2 0
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2 0
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3 0
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3 0
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4 0
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4 0
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5 0
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5 0
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6 0
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6 0
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7 0
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7 0
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8 0
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8 0
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9 0
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9 0
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10 0
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10 1
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11 0
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11 0
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12 0
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12 0
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13 0
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13 1
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14 0
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14 0
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15 0
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15 0
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16 0
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16 1
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17 0
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17 0
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18 0
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18 0
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19 0
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19 1
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20 0
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20 0
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21 0
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21 0
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22 0
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22 1
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23 0
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23 0
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24 1
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24 0
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25 0
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25 1
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26 0
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26 0
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27 0
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27 0
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28 0
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28 1
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29 1
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29 0
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30 0
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30 0
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31 0
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31 1
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32 0
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32 0
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33 0
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33 0
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34 1
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34 1
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35 0
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35 0
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36 0
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36 0
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37 0
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37 1
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38 0
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38 0
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39 1
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39 0
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40 0
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40 1
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41 0
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41 0
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42 0
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42 0
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43 0
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43 1
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44 1
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44 0
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45 0
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45 0
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46 0
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46 1
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47 0
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47 0
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48 0
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48 0
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49 1
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49 1
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50 0
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50 0
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51 0
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51 0
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52 0
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52 1
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53 0
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53 0
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54 1
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54 0
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55 0
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55 1
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56 0
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57 0
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57 0
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58 0
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58 1
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59 1
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@ -1,19 +1,147 @@
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2DA V2.0
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2DA V2.0
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FeatLabel FeatIndex List GrantedOnLevel OnMenu
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FeatLabel FeatIndex List GrantedOnLevel OnMenu
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0 FEAT_PRESTIGE_DRINK_LIKE_A_DEMON 4027 3 1 0
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0 FEAT_PRESTIGE_DRINK_LIKE_A_DEMON 4027 3 1 0
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1 FEAT_PRESTIGE_BOTTLE_PROFICIENCY 4028 3 1 1
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1 FEAT_PRESTIGE_BOTTLE_PROFICIENCY 4028 3 1 1
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2 FEAT_PRESTIGE_STAGGER 4029 3 2 1
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2 FEAT_PRESTIGE_STAGGER 4029 3 2 1
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3 FEAT_PRESTIGE_SWAYING_WAIST 4030 3 3 0
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3 FEAT_PRESTIGE_SWAYING_WAIST 4030 3 3 0
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4 Disarm 9 3 4 1
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4 Disarm 9 3 4 1
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5 FEAT_PRESTIGE_DRUNKEN_RAGE 4031 3 5 0
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5 FEAT_PRESTIGE_DRUNKEN_RAGE 4031 3 5 0
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6 FEAT_PRESTIGE_LURCH 4032 3 6 1
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6 FEAT_PRESTIGE_LURCH 4032 3 6 1
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7 FEAT_PRESTIGE_DRUNKEN_EMBRACE 4033 3 7 1
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7 FEAT_PRESTIGE_DRUNKEN_EMBRACE 4033 3 7 1
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8 FEAT_PRESTIGE_FOR_MEDICINAL_PURPOSES 4034 3 8 1
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8 FEAT_PRESTIGE_FOR_MEDICINAL_PURPOSES 4034 3 8 1
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9 ImpDis 16 3 9 1
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9 ImpDis 16 3 9 1
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10 FEAT_PRESTIGE_BREATH_OF_FLAME 4035 3 10 1
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10 FEAT_PRESTIGE_BREATH_OF_FLAME 4035 3 10 1
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11 FEAT_EPIC_BLINDING_SPEED 491 0 -1 1
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11 EPIC_DRUNKEN_MASTER 25087 3 11 0
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12 DefArrow 8 0 -1 0
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12 FEAT_EPIC_BLINDING_SPEED 491 1 -1 1
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13 TwoWeap 41 0 -1 0
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13 FEAT_EPIC_ARMOR_SKIN 490 1 -1 0
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14 Ambidex 1 0 -1 0
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14 FEAT_EPIC_DAMAGE_REDUCTION_3 492 1 -1 0
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15 FEAT_FIST_OF_IRON 3145 0 -1 1
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15 FEAT_EPIC_DAMAGE_REDUCTION_6 493 1 -1 0
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16 FEAT_EPIC_DAMAGE_REDUCTION_9 494 1 -1 0
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17 FEAT_EPIC_ENERGY_RESISTANCE_COLD_1 533 1 -1 0
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18 FEAT_EPIC_ENERGY_RESISTANCE_COLD_2 534 1 -1 0
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19 FEAT_EPIC_ENERGY_RESISTANCE_COLD_3 535 1 -1 0
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20 FEAT_EPIC_ENERGY_RESISTANCE_COLD_4 536 1 -1 0
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21 FEAT_EPIC_ENERGY_RESISTANCE_COLD_5 537 1 -1 0
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22 FEAT_EPIC_ENERGY_RESISTANCE_COLD_6 538 1 -1 0
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23 FEAT_EPIC_ENERGY_RESISTANCE_COLD_7 539 1 -1 0
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24 FEAT_EPIC_ENERGY_RESISTANCE_COLD_8 540 1 -1 0
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25 FEAT_EPIC_ENERGY_RESISTANCE_COLD_9 541 1 -1 0
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26 FEAT_EPIC_ENERGY_RESISTANCE_COLD_10 542 1 -1 0
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27 FEAT_EPIC_ENERGY_RESISTANCE_ACID_1 543 1 -1 0
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28 FEAT_EPIC_ENERGY_RESISTANCE_ACID_2 544 1 -1 0
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29 FEAT_EPIC_ENERGY_RESISTANCE_ACID_3 545 1 -1 0
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30 FEAT_EPIC_ENERGY_RESISTANCE_ACID_4 546 1 -1 0
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31 FEAT_EPIC_ENERGY_RESISTANCE_ACID_5 547 1 -1 0
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32 FEAT_EPIC_ENERGY_RESISTANCE_ACID_6 548 1 -1 0
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33 FEAT_EPIC_ENERGY_RESISTANCE_ACID_7 549 1 -1 0
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34 FEAT_EPIC_ENERGY_RESISTANCE_ACID_8 550 1 -1 0
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35 FEAT_EPIC_ENERGY_RESISTANCE_ACID_9 551 1 -1 0
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36 FEAT_EPIC_ENERGY_RESISTANCE_ACID_10 552 1 -1 0
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37 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_1 553 1 -1 0
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38 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_2 554 1 -1 0
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39 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_3 555 1 -1 0
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40 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_4 556 1 -1 0
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41 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_5 557 1 -1 0
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42 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_6 558 1 -1 0
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43 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_7 559 1 -1 0
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44 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_8 560 1 -1 0
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45 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_9 561 1 -1 0
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46 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_10 562 1 -1 0
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47 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_1 563 1 -1 0
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48 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_2 564 1 -1 0
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49 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_3 565 1 -1 0
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50 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_4 566 1 -1 0
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51 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_5 567 1 -1 0
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52 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_6 568 1 -1 0
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53 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_7 569 1 -1 0
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54 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_8 570 1 -1 0
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55 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_9 571 1 -1 0
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56 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_10 572 1 -1 0
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57 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_1 573 1 -1 0
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58 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_2 574 1 -1 0
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59 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_3 575 1 -1 0
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60 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_4 576 1 -1 0
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61 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_5 577 1 -1 0
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62 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_6 578 1 -1 0
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63 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_7 579 1 -1 0
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64 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_8 580 1 -1 0
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65 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_9 581 1 -1 0
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66 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_10 582 1 -1 0
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67 FEAT_EPIC_IMPROVED_KI_STRIKE_4 697 1 -1 0
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68 FEAT_EPIC_IMPROVED_KI_STRIKE_5 698 1 -1 0
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69 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_1 699 1 -1 0
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70 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_2 700 1 -1 0
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71 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_3 701 1 -1 0
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72 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_4 702 1 -1 0
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73 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_5 703 1 -1 0
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74 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_6 704 1 -1 0
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75 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_7 705 1 -1 0
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76 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_8 706 1 -1 0
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77 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_9 707 1 -1 0
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78 FEAT_EPIC_IMPROVED_SPELL_RESISTANCE_10 708 1 -1 0
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79 FEAT_EPIC_SELF_CONCEALMENT_10 748 1 -1 0
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80 FEAT_EPIC_SELF_CONCEALMENT_20 749 1 -1 0
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81 FEAT_EPIC_SELF_CONCEALMENT_30 750 1 -1 0
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82 FEAT_EPIC_SELF_CONCEALMENT_40 751 1 -1 0
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83 FEAT_EPIC_SELF_CONCEALMENT_50 752 1 -1 0
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84 FEAT_EPIC_TOUGHNESS_1 754 1 -1 0
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85 FEAT_EPIC_TOUGHNESS_2 755 1 -1 0
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86 FEAT_EPIC_TOUGHNESS_3 756 1 -1 0
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87 FEAT_EPIC_TOUGHNESS_4 757 1 -1 0
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88 FEAT_EPIC_TOUGHNESS_5 758 1 -1 0
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89 FEAT_EPIC_TOUGHNESS_6 759 1 -1 0
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90 FEAT_EPIC_TOUGHNESS_7 760 1 -1 0
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91 FEAT_EPIC_TOUGHNESS_8 761 1 -1 0
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92 FEAT_EPIC_TOUGHNESS_9 762 1 -1 0
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93 FEAT_EPIC_TOUGHNESS_10 763 1 -1 0
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94 FEAT_EPIC_IMPROVED_STUNNING_FIST_1 844 1 -1 0
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95 FEAT_EPIC_IMPROVED_STUNNING_FIST_2 845 1 -1 0
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96 FEAT_EPIC_IMPROVED_STUNNING_FIST_3 846 1 -1 0
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97 FEAT_EPIC_IMPROVED_STUNNING_FIST_4 847 1 -1 0
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98 FEAT_EPIC_IMPROVED_STUNNING_FIST_5 848 1 -1 0
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99 FEAT_EPIC_IMPROVED_STUNNING_FIST_6 849 1 -1 0
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100 FEAT_EPIC_IMPROVED_STUNNING_FIST_7 850 1 -1 0
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101 FEAT_EPIC_IMPROVED_STUNNING_FIST_8 851 1 -1 0
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102 FEAT_EPIC_IMPROVED_STUNNING_FIST_9 852 1 -1 0
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103 FEAT_EPIC_IMPROVED_STUNNING_FIST_10 853 1 -1 0
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104 LegendaryWrestler 5173 1 -1 0
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105 FEAT_EPIC_PROWESS 584 1 -1 0
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106 FAST_HEALING_1 4145 1 -1 0
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107 FAST_HEALING_2 4146 1 -1 0
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108 FAST_HEALING_3 4147 1 -1 0
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109 FEAT_EPIC_DODGE 856 1 -1 0
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110 FEAT_EPIC_GREAT_STRENGTH_1 814 1 -1 0
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111 FEAT_EPIC_GREAT_STRENGTH_2 815 1 -1 0
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112 FEAT_EPIC_GREAT_STRENGTH_3 816 1 -1 0
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113 FEAT_EPIC_GREAT_STRENGTH_4 817 1 -1 0
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114 FEAT_EPIC_GREAT_STRENGTH_5 818 1 -1 0
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115 FEAT_EPIC_GREAT_STRENGTH_6 819 1 -1 0
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116 FEAT_EPIC_GREAT_STRENGTH_7 820 1 -1 0
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117 FEAT_EPIC_GREAT_STRENGTH_8 821 1 -1 0
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118 FEAT_EPIC_GREAT_STRENGTH_9 822 1 -1 0
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119 FEAT_EPIC_GREAT_STRENGTH_10 823 1 -1 0
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120 FEAT_EPIC_GREAT_CONSTITUTION_1 774 1 -1 0
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||||||
|
121 FEAT_EPIC_GREAT_CONSTITUTION_2 775 1 -1 0
|
||||||
|
122 FEAT_EPIC_GREAT_CONSTITUTION_3 776 1 -1 0
|
||||||
|
123 FEAT_EPIC_GREAT_CONSTITUTION_4 777 1 -1 0
|
||||||
|
124 FEAT_EPIC_GREAT_CONSTITUTION_5 778 1 -1 0
|
||||||
|
125 FEAT_EPIC_GREAT_CONSTITUTION_6 779 1 -1 0
|
||||||
|
126 FEAT_EPIC_GREAT_CONSTITUTION_7 780 1 -1 0
|
||||||
|
127 FEAT_EPIC_GREAT_CONSTITUTION_8 781 1 -1 0
|
||||||
|
128 FEAT_EPIC_GREAT_CONSTITUTION_9 782 1 -1 0
|
||||||
|
129 FEAT_EPIC_GREAT_CONSTITUTION_10 783 1 -1 0
|
||||||
|
130 FEAT_EPIC_GREAT_DEXTERITY_1 784 1 -1 0
|
||||||
|
131 FEAT_EPIC_GREAT_DEXTERITY_2 785 1 -1 0
|
||||||
|
132 FEAT_EPIC_GREAT_DEXTERITY_3 786 1 -1 0
|
||||||
|
133 FEAT_EPIC_GREAT_DEXTERITY_4 787 1 -1 0
|
||||||
|
134 FEAT_EPIC_GREAT_DEXTERITY_5 788 1 -1 0
|
||||||
|
135 FEAT_EPIC_GREAT_DEXTERITY_6 789 1 -1 0
|
||||||
|
136 FEAT_EPIC_GREAT_DEXTERITY_7 790 1 -1 0
|
||||||
|
137 FEAT_EPIC_GREAT_DEXTERITY_8 791 1 -1 0
|
||||||
|
138 FEAT_EPIC_GREAT_DEXTERITY_9 792 1 -1 0
|
||||||
|
139 FEAT_EPIC_GREAT_DEXTERITY_10 793 1 -1 0
|
||||||
|
140 DefArrow 8 0 -1 0
|
||||||
|
141 TwoWeap 41 0 -1 0
|
||||||
|
142 Ambidex 1 0 -1 0
|
||||||
|
143 FEAT_FIST_OF_IRON 3145 0 -1 1
|
||||||
|
@ -114,6 +114,16 @@
|
|||||||
110 FAST_HEALING_2 4146 1 -1 0
|
110 FAST_HEALING_2 4146 1 -1 0
|
||||||
111 FAST_HEALING_3 4147 1 -1 0
|
111 FAST_HEALING_3 4147 1 -1 0
|
||||||
112 FEAT_EPIC_DODGE 856 1 -1 0
|
112 FEAT_EPIC_DODGE 856 1 -1 0
|
||||||
113 FEAT_FIST_OF_IRON 3145 0 -1 1
|
113 FEAT_EPIC_GREAT_WISDOM_1 804 1 -1 0
|
||||||
114 TwoWeap 41 0 -1 0
|
114 FEAT_EPIC_GREAT_WISDOM_2 805 1 -1 0
|
||||||
115 Ambidex 1 0 -1 0
|
115 FEAT_EPIC_GREAT_WISDOM_3 806 1 -1 0
|
||||||
|
116 FEAT_EPIC_GREAT_WISDOM_4 807 1 -1 0
|
||||||
|
117 FEAT_EPIC_GREAT_WISDOM_5 808 1 -1 0
|
||||||
|
118 FEAT_EPIC_GREAT_WISDOM_6 809 1 -1 0
|
||||||
|
119 FEAT_EPIC_GREAT_WISDOM_7 810 1 -1 0
|
||||||
|
120 FEAT_EPIC_GREAT_WISDOM_8 811 1 -1 0
|
||||||
|
121 FEAT_EPIC_GREAT_WISDOM_9 812 1 -1 0
|
||||||
|
122 FEAT_EPIC_GREAT_WISDOM_10 813 1 -1 0
|
||||||
|
123 FEAT_FIST_OF_IRON 3145 0 -1 1
|
||||||
|
124 TwoWeap 41 0 -1 0
|
||||||
|
125 Ambidex 1 0 -1 0
|
||||||
|
@ -1,260 +0,0 @@
|
|||||||
//::///////////////////////////////////////////////
|
|
||||||
//:: Power Attack script
|
|
||||||
//:: ft_poweratk
|
|
||||||
//::///////////////////////////////////////////////
|
|
||||||
/*
|
|
||||||
This script handles the PRC power attack feats.
|
|
||||||
|
|
||||||
<Ornedan> For PA, I was thinking 3 radials
|
|
||||||
<Ornedan> One for the presets
|
|
||||||
<Ornedan> One for +0, +1, +2, +3, +4
|
|
||||||
<Ornedan> One for +0, +5, +10, +15, +20
|
|
||||||
<Ornedan> And a bunch of switches to control it:
|
|
||||||
<Ornedan> PRC_POWER_ATTACK - 3 values:
|
|
||||||
<Ornedan> -1 -- Disabled. Never apply the PRC PA feats to hide
|
|
||||||
<Ornedan> 0 -- Default. As it is now, you can't go higher than the equivalent BW feat you have
|
|
||||||
<Ornedan> 1 -- Full PnP. Ignores the BW IPA
|
|
||||||
<Ornedan> PRC_POWER_ATTACK_STACK_WITH_BW
|
|
||||||
<Ornedan> 0 - Default. Allow people to use both at the same time
|
|
||||||
<Ornedan> 1 - Add the BW effects in when limiting to BAB
|
|
||||||
*/
|
|
||||||
//:://////////////////////////////////////////////
|
|
||||||
//:://////////////////////////////////////////////
|
|
||||||
|
|
||||||
#include "prc_inc_combat"
|
|
||||||
#include "inc_addragebonus"
|
|
||||||
//#include "prc_inc_sneak" //for Dragonfire damage type resolving
|
|
||||||
|
|
||||||
/*
|
|
||||||
const int SINGLE_START = 2171;
|
|
||||||
const int SINGLE_LAST = 2175;
|
|
||||||
const int FIVES_START = 2177;
|
|
||||||
const int FIVES_LAST = 2181;
|
|
||||||
*/
|
|
||||||
|
|
||||||
// Converts the given amount of bonus damage to equivalent DAMAGE_BONUS constant
|
|
||||||
// Due to the bonus cap, bonuses are cropped to +20
|
|
||||||
int BonusAtk(int nDmg)
|
|
||||||
{
|
|
||||||
switch (nDmg)
|
|
||||||
{
|
|
||||||
case 1: return DAMAGE_BONUS_1;
|
|
||||||
case 2: return DAMAGE_BONUS_2;
|
|
||||||
case 3: return DAMAGE_BONUS_3;
|
|
||||||
case 4: return DAMAGE_BONUS_4;
|
|
||||||
case 5: return DAMAGE_BONUS_5;
|
|
||||||
case 6: return DAMAGE_BONUS_6;
|
|
||||||
case 7: return DAMAGE_BONUS_7;
|
|
||||||
case 8: return DAMAGE_BONUS_8;
|
|
||||||
case 9: return DAMAGE_BONUS_9;
|
|
||||||
case 10: return DAMAGE_BONUS_10;
|
|
||||||
case 11: return DAMAGE_BONUS_11;
|
|
||||||
case 12: return DAMAGE_BONUS_12;
|
|
||||||
case 13: return DAMAGE_BONUS_13;
|
|
||||||
case 14: return DAMAGE_BONUS_14;
|
|
||||||
case 15: return DAMAGE_BONUS_15;
|
|
||||||
case 16: return DAMAGE_BONUS_16;
|
|
||||||
case 17: return DAMAGE_BONUS_17;
|
|
||||||
case 18: return DAMAGE_BONUS_18;
|
|
||||||
case 19: return DAMAGE_BONUS_19;
|
|
||||||
case 20: return DAMAGE_BONUS_20;
|
|
||||||
case 21: return DAMAGE_BONUS_21;
|
|
||||||
case 22: return DAMAGE_BONUS_22;
|
|
||||||
case 23: return DAMAGE_BONUS_23;
|
|
||||||
case 24: return DAMAGE_BONUS_24;
|
|
||||||
case 25: return DAMAGE_BONUS_25;
|
|
||||||
case 26: return DAMAGE_BONUS_26;
|
|
||||||
case 27: return DAMAGE_BONUS_27;
|
|
||||||
case 28: return DAMAGE_BONUS_28;
|
|
||||||
case 29: return DAMAGE_BONUS_29;
|
|
||||||
case 30: return DAMAGE_BONUS_30;
|
|
||||||
case 31: return DAMAGE_BONUS_31;
|
|
||||||
case 32: return DAMAGE_BONUS_32;
|
|
||||||
case 33: return DAMAGE_BONUS_33;
|
|
||||||
case 34: return DAMAGE_BONUS_34;
|
|
||||||
case 35: return DAMAGE_BONUS_35;
|
|
||||||
case 36: return DAMAGE_BONUS_36;
|
|
||||||
case 37: return DAMAGE_BONUS_37;
|
|
||||||
case 38: return DAMAGE_BONUS_38;
|
|
||||||
case 39: return DAMAGE_BONUS_39;
|
|
||||||
case 40: return DAMAGE_BONUS_40;
|
|
||||||
case 41: return DAMAGE_BONUS_41;
|
|
||||||
case 42: return DAMAGE_BONUS_42;
|
|
||||||
case 43: return DAMAGE_BONUS_43;
|
|
||||||
case 44: return DAMAGE_BONUS_44;
|
|
||||||
case 45: return DAMAGE_BONUS_45;
|
|
||||||
case 46: return DAMAGE_BONUS_46;
|
|
||||||
case 47: return DAMAGE_BONUS_47;
|
|
||||||
case 48: return DAMAGE_BONUS_48;
|
|
||||||
case 49: return DAMAGE_BONUS_49;
|
|
||||||
case 50: return DAMAGE_BONUS_50;
|
|
||||||
}
|
|
||||||
if(nDmg > 50) return DAMAGE_BONUS_50;
|
|
||||||
|
|
||||||
return -1; // Invalid value received
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
int CalculatePower(object oUser)
|
|
||||||
{
|
|
||||||
int nPower = GetLocalInt(oUser, "PRC_PowerAttack_Level");
|
|
||||||
int nSID = GetSpellID();
|
|
||||||
|
|
||||||
// Changing the value of +0,+1,+2,+3,+4 radial
|
|
||||||
if(nSID >= SINGLE_START && <= SINGLE_LAST)
|
|
||||||
{
|
|
||||||
// Extract the old fives value
|
|
||||||
nPower = (nPower / 5) * 5;
|
|
||||||
// Add in the new single value
|
|
||||||
nPower += nSID - SINGLE_START;
|
|
||||||
}
|
|
||||||
// Changing the value of +0,+5,+10,+15,+20 radial
|
|
||||||
else if(nSID >= FIVES_START && <= FIVES_LAST)
|
|
||||||
{
|
|
||||||
// Extract the old single value
|
|
||||||
nPower = nPower % 5;
|
|
||||||
// Add in the new fives value
|
|
||||||
nPower += (nSID - FIVES_START) * 5;
|
|
||||||
}
|
|
||||||
// Unknown SpellId
|
|
||||||
else
|
|
||||||
{
|
|
||||||
WriteTimestampedLogEntry("ft_poweratk called with unknown SpellID: " + IntToString(nSID));
|
|
||||||
nPower = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cache the new PA level
|
|
||||||
SetLocalInt(oUser, "PRC_PowerAttack_Level", nPower);
|
|
||||||
|
|
||||||
return nPower;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
object oUser = OBJECT_SELF;
|
|
||||||
int nPower = GetLocalInt(oUser, "PRC_PowerAttack_Level");
|
|
||||||
|
|
||||||
// The PRC Power Attack must be active for this to do anything
|
|
||||||
if(GetPRCSwitch(PRC_POWER_ATTACK) == PRC_POWER_ATTACK_DISABLED)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Get the old Power Attack, if any
|
|
||||||
int nOld = GetLocalInt(oUser, "PRC_PowerAttackSpellID");
|
|
||||||
|
|
||||||
// Remove effects from it
|
|
||||||
if(nOld)
|
|
||||||
{
|
|
||||||
PRCRemoveSpellEffects(nOld, oUser, oUser);
|
|
||||||
DeleteLocalInt(oUser, "PRC_PowerAttackSpellID");
|
|
||||||
DeleteLocalInt(oUser, "PRC_PowerAttack_DamageBonus");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Activate Power Attack if the new value is non-zero
|
|
||||||
if(nPower)
|
|
||||||
{
|
|
||||||
// Requires the appropriate BW PA feat.
|
|
||||||
if(!GetHasFeat(FEAT_POWER_ATTACK))
|
|
||||||
{
|
|
||||||
FloatingTextStrRefOnCreature(16823148, oUser, FALSE); //Prereq: Power Attack feat
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if(nPower > 5 && // If the power attack is in BW IPA range
|
|
||||||
!GetHasFeat(FEAT_IMPROVED_POWER_ATTACK) && // And they don't have IPA
|
|
||||||
GetPRCSwitch(PRC_POWER_ATTACK) != PRC_POWER_ATTACK_FULL_PNP) // And full PnP PA, which ignores BW IPA isn't active
|
|
||||||
{
|
|
||||||
FloatingTextStrRefOnCreature(16823149, oUser, FALSE); // Prereq: Improved Power Attack feat
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// This script is for the melee weapon PA. If Power Shot is implemented using the same script
|
|
||||||
// at some future date, change this.
|
|
||||||
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oUser);
|
|
||||||
int nBase = GetBaseItemType(oWeapon);
|
|
||||||
int nThrow = FALSE;
|
|
||||||
if (GetIsThrowingWeaponType(nBase) && GetHasFeat(FEAT_POWER_THROW, oUser)) nThrow = TRUE; // Power throw allows power attacking with throwing weapons
|
|
||||||
if(GetWeaponRanged(oWeapon) && !nThrow)
|
|
||||||
{
|
|
||||||
FloatingTextStrRefOnCreature(16823150, oUser, FALSE); // You may not use this feat with a ranged weapon.
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// All checks are done, initialize variables for calculating the effect.
|
|
||||||
int nDamageBonusType = GetDamageTypeOfWeapon(INVENTORY_SLOT_RIGHTHAND, oUser);
|
|
||||||
if(GetLocalInt(oUser, "DragonFireAssOn")) nDamageBonusType = GetDragonfireDamageType(oUser);
|
|
||||||
int nDmg, nHit, nDex, nTemp;
|
|
||||||
effect eDamage;
|
|
||||||
effect eToHit;
|
|
||||||
|
|
||||||
// Initialize the calculation with the power attack value given by the user.
|
|
||||||
nHit = nPower;
|
|
||||||
|
|
||||||
// Check if we are set to care about BW power attack being active
|
|
||||||
if(GetPRCSwitch(PRC_POWER_ATTACK_STACK_WITH_BW))
|
|
||||||
{
|
|
||||||
nTemp += GetActionMode(oUser, ACTION_MODE_POWER_ATTACK) ? 5 : 0;
|
|
||||||
nTemp += GetActionMode(oUser, ACTION_MODE_IMPROVED_POWER_ATTACK) ? 10 : 0;
|
|
||||||
}
|
|
||||||
// The attack bonus paid to PA is limited to one's BAB
|
|
||||||
if(GetBaseAttackBonus(oUser) < (nHit + nTemp))
|
|
||||||
{
|
|
||||||
nHit = GetBaseAttackBonus(oUser) - ((GetActionMode(oUser, ACTION_MODE_POWER_ATTACK) ? 5 : 0) +
|
|
||||||
(GetActionMode(oUser, ACTION_MODE_IMPROVED_POWER_ATTACK ? 10 : 0)));
|
|
||||||
if(nHit < 0) nHit = 0;
|
|
||||||
|
|
||||||
FloatingTextStrRefOnCreature(16823151, oUser, FALSE); // Your base attack bonus isn't high enough to pay for chosen Power Attack level.
|
|
||||||
}
|
|
||||||
|
|
||||||
// Focused Strike adds Dex mod to damage, limited to number of AB paid.
|
|
||||||
if(GetHasFeat(FEAT_FOCUSED_STRIKE))
|
|
||||||
{
|
|
||||||
// Negative Dex mod won't reduce damage
|
|
||||||
nDex = GetAbilityModifier(ABILITY_DEXTERITY) > 0 ? GetAbilityModifier(ABILITY_DEXTERITY) : 0;
|
|
||||||
if(nDex > nHit) nDex = nHit;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Calculate in Frenzied Berserker PA feats
|
|
||||||
nTemp = GetHasFeat(FEAT_SUPREME_POWER_ATTACK, oUser) ? nHit * 2 :
|
|
||||||
GetHasFeat(FEAT_FREBZK_IMPROVED_POWER_ATTACK, oUser) ? FloatToInt(1.5 * nHit) :
|
|
||||||
nHit;
|
|
||||||
|
|
||||||
// Calculate the damage. Supreme Power Attack doubles the damage
|
|
||||||
nDmg = BonusAtk(nTemp + nDex + GetEssentiaInvestedFeat(oUser, FEAT_COBALT_POWER));
|
|
||||||
|
|
||||||
eDamage = EffectDamageIncrease(nDmg, nDamageBonusType);
|
|
||||||
eToHit = EffectAttackDecrease(nHit);
|
|
||||||
|
|
||||||
effect eLink = ExtraordinaryEffect(EffectLinkEffects(eDamage, eToHit));
|
|
||||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oUser);
|
|
||||||
|
|
||||||
// Cache the spellid of the power attack used. Also acts as a marker
|
|
||||||
//SetLocalInt(oUser, "PRC_PowerAttackSpellID", PRCGetSpellId());
|
|
||||||
SetLocalInt(oUser, "PRC_PowerAttackSpellID", SPELL_NUI_POWER_ATTACK);
|
|
||||||
// Cache the amount of damage granted. This is used by the PRC combat engine
|
|
||||||
SetLocalInt(oUser, "PRC_PowerAttack_DamageBonus", nDmg);
|
|
||||||
// Add an eventscript that makes sure the PC does not use a ranged weapon with Power Attack
|
|
||||||
AddEventScript(oUser, EVENT_ONPLAYEREQUIPITEM, "prc_powatk_equ", TRUE, FALSE);
|
|
||||||
|
|
||||||
// Power Attack Activated
|
|
||||||
string sMes = "*" + GetStringByStrRef(417) + " " + IntToString(nHit) + " " + GetStringByStrRef(63798) + "*";
|
|
||||||
FloatingTextStringOnCreature(sMes, oUser, FALSE);
|
|
||||||
|
|
||||||
if (GetHasFeat(FEAT_FAVORED_POWER_ATTACK, oUser))
|
|
||||||
{
|
|
||||||
ActionCastSpellAtObject(SPELL_UR_FAVORITE_ENEMY, oUser, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// Turn Power Attack off
|
|
||||||
else
|
|
||||||
{
|
|
||||||
RemoveEventScript(oUser, EVENT_ONPLAYEREQUIPITEM, "prc_powatk_equ", TRUE);
|
|
||||||
|
|
||||||
// Power Attack Mode Deactivated
|
|
||||||
string sMes = "* " + GetStringByStrRef(58282) + " *";
|
|
||||||
FloatingTextStringOnCreature(sMes, oUser, FALSE);
|
|
||||||
|
|
||||||
if(GetHasFeat(FEAT_FAVORED_POWER_ATTACK, oUser))
|
|
||||||
{
|
|
||||||
ActionCastSpellAtObject(SPELL_UR_FAVORITE_ENEMY, oUser, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
Binary file not shown.
@ -74559,13 +74559,13 @@ Special:
|
|||||||
Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
|
Monk Abilities: The epic Henshin Mystic continues to add their class level to determine AC Bonus, Unarmed Damage & Monk movement speed increase.
|
||||||
|
|
||||||
Epic Henshin Mystic Bonus Feat List:
|
Epic Henshin Mystic Bonus Feat List:
|
||||||
Armor Skin, Blinding Speed, Damage Reduction, Epic Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Fast Healing, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.</entry>
|
Armor Skin, Blinding Speed, Damage Reduction, Epic Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Fast Healing, Great Wisdom, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative.</entry>
|
||||||
<entry id="205174" lang="en" sex="m">Epic Drunken Master</entry>
|
<entry id="205174" lang="en" sex="m">Epic Drunken Master</entry>
|
||||||
<entry id="205175" lang="en" sex="m">The Drunken Master masters the art of unpredictable, staggered movements to confuse and evade enemies. At epic levels, their drunken combat style becomes even more powerful, turning alcohol into a source of strength and resilience. They become a whirlwind of chaos, using their unsteady form to surprise and overpower opponents with unexpected, powerful strikes.
|
<entry id="205175" lang="en" sex="m">The Drunken Master masters the art of unpredictable, staggered movements to confuse and evade enemies. At epic levels, their drunken combat style becomes even more powerful, turning alcohol into a source of strength and resilience. They become a whirlwind of chaos, using their unsteady form to surprise and overpower opponents with unexpected, powerful strikes.
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Hit Die: d8
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Hit Die: d8
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Skill Points at Each Additional Level: 4 + Int Modifier
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Skill Points at Each Additional Level: 4 + Int Modifier
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Bonus Feats: The epic Drunken Master gains a bonus feat every other level.
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Bonus Feats: The epic Drunken Master gains a bonus feat every three levels.
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Epic Drunken Master Bonus Feat List:
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Epic Drunken Master Bonus Feat List:
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Armor Skin, Blinding Speed, Damage Reduction, Epic Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Fast Healing, Great Constitution, Great Dexterity, Great Strength, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative. </entry>
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Armor Skin, Blinding Speed, Damage Reduction, Epic Energy Resistance, Epic Dodge, Epic Prowess, Epic Toughness, Fast Healing, Great Constitution, Great Dexterity, Great Strength, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Legendary Wrestler, Self-Concealment, Superior Initiative. </entry>
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