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<!-- Created with the Elemental Editor -->
<!-- CoreAbilities.xml -->
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<AbilityBonuses>
    <DataChecksum NoParse="1">
        <Ignore>DispName</Ignore>
        <Translate>DisplayName,Description</Translate>
    </DataChecksum>
    <AbilityBonus InternalName="AbjurationAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Abjuration">
            <DisplayName>Abjuration</DisplayName>
            <Description>Allows the unit to cast Protection from Cold and Protection from Fire spells</Description>
            <Icon>Ability_Abjuration_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Allows the unit to cast Protection from Cold and Protection from Fire spells</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Geomancy</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AcrobatAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Acrobat">
            <DisplayName>Acrobat</DisplayName>
            <Description>+1 Dodge per Level</Description>
            <Icon>Ability_Acrobat_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Dodge per Level</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>6</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AcrobatAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Acrobat_Level">
            <DisplayName>Acrobat</DisplayName>
            <Description>+1 Dodge per Level</Description>
            <Icon>Ability_Acrobat_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Dodge per Level</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Dodge2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AdeptsTechAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="AdeptsTech">
            <DisplayName>Adepts</DisplayName>
            <Description>Faction starts with the Shard Harvesting technology, which allows them to construct Shard Altars.  The player also starts with an additional 40 Mana.</Description>
            <Icon>Ability_Adepts_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockTech</Attribute>
                <StrVal>Shard_Harvesting</StrVal>
                <Provides>Faction starts with the Shard Harvesting technology, which allows them to upgrade their Shard Altars to Shrines</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Mana</Attribute>
                <Value>40</Value>
                <Provides>Faction starts with an additional 40 mana</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Administrator1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Administrator1">
            <DisplayName>Administrator I</DisplayName>
            <Description>-10% Unrest in the city this unit is in</Description>
            <Icon>Ability_AdministratorI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Unrest</Attribute>
                <Value>-10</Value>
                <Provides>-10% Unrest in the city this unit is in</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Administrator</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheGovernor</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Administrator2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Administrator2">
            <DisplayName>Administrator II</DisplayName>
            <Description>-15% Unrest in the city this unit is in</Description>
            <Icon>Ability_AdministratorII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Unrest</Attribute>
                <Value>-15</Value>
                <Provides>-15% Unrest in the city this unit is in</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Administrator</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Administrator1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Administrator3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Administrator3">
            <DisplayName>Administrator III</DisplayName>
            <Description>-5% Unrest in all cities</Description>
            <Icon>Ability_AdministratorIII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Additive_Unrest</StrVal>
                <Value>-5</Value>
                <Provides>-5% Unrest in all cities</Provides>
            </GameModifier>
            <MinimumLevel>8</MinimumLevel>
            <Type>Army</Type>
            <UpgradePathID>Administrator</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Administrator2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AdventurersBoonAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="AdventurersBoon">
            <DisplayName>Adventurer's Boon</DisplayName>
            <Description>+8 to Hit Points</Description>
            <Icon>Ability_AdventurersBoon_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>8</Value>
                <Provides>+8 Hit Points</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Strength</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AeromancyAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Aeromancy">
            <DisplayName>Aeromancy</DisplayName>
            <Description>Allows the unit to cast the Gust of Wind and Obscuring Fog spells</Description>
            <Icon>Ability_Aeromancy_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells.</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Knowledge</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AffinityAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Affinity">
            <DisplayName>Affinity</DisplayName>
            <Description>-10% the mana cost for tactical spells</Description>
            <Icon>Ability_Affinity_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalSpellManaCost_Multiplier</StrVal>
                <Value>-0.1</Value>
                <Provides>-10% mana cost for tactical spells</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Savant</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Air1Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Air</SpellbookType>
        <AbilityBonusOption InternalName="Air1">
            <DisplayName>Air Apprentice</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirApprentice_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <SpellbookRank>1</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Air</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Air2Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Air</SpellbookType>
        <AbilityBonusOption InternalName="Air2">
            <DisplayName>Air Disciple</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirDisciple_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <SpellbookRank>2</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Air</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Air1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Air3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Air</SpellbookType>
        <AbilityBonusOption InternalName="Air3">
            <DisplayName>Air Mage</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirMage_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>5</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Air</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Air2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Air4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Air</SpellbookType>
        <AbilityBonusOption InternalName="Air4">
            <DisplayName>Air Master</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirExpert_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>7</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Air</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Air3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Air5Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Air</SpellbookType>
        <AbilityBonusOption InternalName="Air5">
            <DisplayName>Air Archmage</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirMaster_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>9</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Air</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Air4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AirAdept1Ability">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="AirAdept1">
            <DisplayName>Air Adept</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirAdeptI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Spell</Type>
            <UpgradePathID>AirAdept</UpgradePathID>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AirAdept2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="AirAdept2">
            <DisplayName>Air Adept II</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirAdeptII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>AirAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>AirAdept1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AirAdept3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="AirAdept3">
            <DisplayName>Air Adept III</DisplayName>
            <Description>Air mages specialize in mobility and lightning damage</Description>
            <Icon>Ability_AirAdeptIII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>AirAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>AirAdept2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ArchersAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Archers">
            <DisplayName>Archers</DisplayName>
            <Description>Grants access to a unique set of bows that don't require metal and have a higher initiative and attack than the bows they replace.  Additionally, the Ram's Horn Longbow ignores 50% of the victim's defense.</Description>
            <Icon>Ability_Archers_Icon.png</Icon>
            <GameModifier>
                <Provides>Grants access to a unique set of bows that don't require metal and have a higher initiative and attack than the bows they replace.  Additionally, the Ram's Horn Longbow ignores 50% of the victim's defense.</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ArmorProficiency1Ability_Assassin">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ArmorProficiency1_Assassin">
            <DisplayName>Chain Mail Proficiency</DisplayName>
            <Description>Allows the unit to wear Chain Mail armor</Description>
            <Icon>Ability_ChainMailProficiency_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>1</Value>
                <Provides>Allows the unit to wear Chain Mail armor</Provides>
            </GameModifier>
            <MinimumLevel>6</MinimumLevel>
            <Type>Defensive</Type>
            <UpgradePathID>ArmorProficiency</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheAssassin</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ArmorProficiency1Ability_Commander">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ArmorProficiency1_Commander">
            <DisplayName>Chain Mail Proficiency</DisplayName>
            <Description>Allows the unit to wear Chain Mail armor</Description>
            <Icon>Ability_ChainMailProficiency_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>1</Value>
                <Provides>Allows the unit to wear Chain Mail armor</Provides>
            </GameModifier>
            <MinimumLevel>6</MinimumLevel>
            <Type>Defensive</Type>
            <UpgradePathID>ArmorProficiency</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheGovernor</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ArmorProficiency1Ability_Warrior">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ArmorProficiency1_Warrior">
            <DisplayName>Chain Mail Proficiency</DisplayName>
            <Description>Allows the unit to wear Chain Mail armor</Description>
            <Icon>Ability_ChainMailProficiency_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>1</Value>
                <Provides>Allows the unit to wear Chain Mail armor</Provides>
            </GameModifier>
            <MinimumLevel>4</MinimumLevel>
            <Type>Defensive</Type>
            <UpgradePathID>ArmorProficiency</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheWarrior</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ArmorProficiency2Ability_Defender">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ArmorProficiency2_Defender">
            <DisplayName>Plate Mail Proficiency</DisplayName>
            <Description>Allows the unit to wear Plate Mail armor</Description>
            <Icon>Ability_PlateMailProficiency_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>1</Value>
                <Provides>Allows the unit to wear Plate Mail armor</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>ArmorProficiency</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheDefender</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ArmorProficiency2Ability_Warrior">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ArmorProficiency2_Warrior">
            <DisplayName>Plate Mail Proficiency</DisplayName>
            <Description>Allows the unit to wear Plate Mail armor</Description>
            <Icon>Ability_PlateMailProficiency_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>1</Value>
                <Provides>Allows the unit to wear Plate Mail armor</Provides>
            </GameModifier>
            <MinimumLevel>8</MinimumLevel>
            <Type>Defensive</Type>
            <UpgradePathID>ArmorProficiency</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ArmorProficiency1_Warrior</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AssassinsToolsAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="AssassinsTools">
            <DisplayName>Assassin's Tools</DisplayName>
            <Description>Unlocks the Poison Vial accessory (which adds poison damage to the wielder's attack) as well as the Skath Claw (a Broadsword with higher attack and initiative) and the Scimitar (a Longsword with the backswing ability).</Description>
            <Icon>Ability_Assassin_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks the Poison Vial accessory (which adds poison damage to the wielder's attack) as well as the Skath Claw (a Broadsword with higher attack and initiative) and the Scimitar (a Longsword with the backswing ability).</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="AttunementAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Attunement">
            <DisplayName>Attunement</DisplayName>
            <Description>+2 Mana per Season</Description>
            <Icon>Ability_Attunement_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Mana</StrVal>
                <Value>2</Value>
                <Provides>+2 Mana per Season</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Axeman1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Axeman1">
            <DisplayName>Expert Axeman</DisplayName>
            <Description>+25% damage when using the Cleave ability</Description>
            <Icon>Ability_GreatCleave_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusCleave</StrVal>
                <Value>0.25</Value>
                <Provides>+25% damage when using the Cleave ability</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Axeman</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Lethal1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Axeman2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Axeman2">
            <DisplayName>Master Axeman</DisplayName>
            <Description>+50% damage when using the Cleave ability</Description>
            <Icon>Ability_GreatCleave_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusCleave</StrVal>
                <Value>0.5</Value>
                <Provides>+50% damage when using the Cleave ability</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Axeman</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Axeman1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BalanceAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Balance">
            <DisplayName>Balance</DisplayName>
            <Description>+10 to Dodge, -1 to Initiative</Description>
            <Icon>Ability_Balance_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>-1</Value>
                <Provides>-1 Initiative</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>10</Value>
                <Provides>+10 Dodge</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>6</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BardAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Bard">
            <DisplayName>Bard</DisplayName>
            <Description>A good song makes the battle seem more epic than it actually was. +10% to the Army's Experience</Description>
            <Icon>Ability_Bard_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>10</Value>
                <Provides>+10% to the Army's Experience</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Army</Type>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BashAbility">
        <AbilityBonusOption InternalName="Bash">
            <DisplayName>Bash</DisplayName>
            <Description>Has a chance (equal to the damage done) to knock victims prone</Description>
            <Icon>Ability_Bash_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BashChance</StrVal>
                <Value>100</Value>
                <Provides>Has a chance (equal to the damage done) to knock victims prone</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BetrayersAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Betrayers">
            <DisplayName>Betrayers</DisplayName>
            <Description>This faction can cast the Broken Loyalties spell.</Description>
            <Icon>Ability_Betrayers_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>BrokenLoyalties</StrVal>
                <Provides>Unlocks Broken Loyalties, a spell that converts a city to your cause</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BindingAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Binding">
            <DisplayName>Binding</DisplayName>
            <Description>This faction gains Burning Wraiths, Crow Demons, Mirror Elementals, Cyndrum Demons and Grave Elementals from shard shrines.</Description>
            <Icon>Ability_Binding_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction gains Burning Wraiths, Crow Demons, Mirror Elementals, Cyndrum Demons and Grave Elementals from shard shrines.</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Bleed1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Bleed1">
            <DisplayName>Bleed I</DisplayName>
            <Description>Attack that does normal damage and the target bleeds 1 damage per action</Description>
            <Icon>Ability_BleedI_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Bleed_Ability</StrVal>
                <Provides>Allows the unit to use the Bleed special ability</Provides>
            </GameModifier>
            <Type>Ability</Type>
            <UpgradePathID>Bleed</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>VitalStrike4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Bleed2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Bleed2">
            <DisplayName>Bleed II</DisplayName>
            <Description>Bleed attack does 2 damage per action instead of 1</Description>
            <Icon>Ability_BleedII_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusBleed</StrVal>
                <Value>3</Value>
                <Provides>Bleed attack does 6 damage per action instead of 3</Provides>
            </GameModifier>
            <Type>Ability</Type>
            <UpgradePathID>Bleed</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Bleed1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Bleed3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Bleed3">
            <DisplayName>Bleed III</DisplayName>
            <Description>Bleed attack does 3 damage per action instead of 2</Description>
            <Icon>Ability_BleedIII_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusBleed</StrVal>
                <Value>3</Value>
                <Provides>Bleed attack does 9 damage per action instead of 6</Provides>
            </GameModifier>
            <Type>Ability</Type>
            <UpgradePathID>Bleed</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Bleed2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_AltarianAbility">
        <AbilityBonusOption InternalName="Blood_Altarian">
            <DisplayName>Altarian Blood</DisplayName>
            <Description>+10% Experience and the ability to Rush in combat</Description>
            <Icon>RoundCrest_Altar.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>10</Value>
                <Provides>+10% Experience</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Rush</StrVal>
                <Provides>Rush- Unit takes an extra action</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_AmarianAbility">
        <AbilityBonusOption InternalName="Blood_Amarian">
            <DisplayName>Amarian Blood</DisplayName>
            <Description>+1 Dodge per air shard, +1 Initiative per fire shard, +1 Spell Mastery per water shard and +1 Spell Resistance per earth shard in combat and the Soul Spark ability</Description>
            <Icon>RoundCrest_Pariden.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>BattleAutoCastSpell</Attribute>
                <StrVal>NobleLegacy</StrVal>
                <Value>100</Value>
                <Provides>+1 Dodge per air shard, +1 Initiative per fire shard, +1 Spell Mastery per water shard and +1 Spell Resistance per earth shard in combat</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>SoulSpark</StrVal>
                <Provides>Soul Spark- Does 2 (+1 per level) lightning damage to the victim</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_IroneerAbility">
        <AbilityBonusOption InternalName="Blood_Ironeer">
            <DisplayName>Ironeer Blood</DisplayName>
            <Description>+1 Hit Point per Level, the Guard Strike ability, +30 to Spell Resistance but tactical spells cost 50% more</Description>
            <Icon>RoundCrest_Gilden.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalSpellManaCost_Multiplier</StrVal>
                <Value>0.5</Value>
                <Provides>Tactical spells cost 50% more</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>30</Value>
                <Provides>+30 Spell Resistance</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Hit Point per Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>GuardedStrike</StrVal>
                <Provides>Guarded Strike- A defensive strike for half normal damage that leaves the attacker defending</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_KraxAbility">
        <AbilityBonusOption InternalName="Blood_Krax">
            <DisplayName>Krax Blood</DisplayName>
            <Description>+8 to Defense when below 50% Hit Points and the ability to Fortify tiles</Description>
            <Icon>RoundCrest_Kraxis.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>8</Value>
                <Provides>+8 Defense when under 50% Hit Points</Provides>
                <WhenUnderPercentHitPoints>50</WhenUnderPercentHitPoints>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Fortify</StrVal>
                <Provides>Fortify- Units in fortified tiles get +10 to Accuracy and +20 to Dodge</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_MancerAbility">
        <AbilityBonusOption InternalName="Blood_Mancer">
            <DisplayName>Mancer Blood</DisplayName>
            <Description>+1 Accuracy per Level and +1 Moves</Description>
            <Icon>RoundCrest_Capitar.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Accuracy per Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Moves</StrVal>
                <Value>1</Value>
                <Provides>+1 Moves</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_QuendarAbility">
        <AbilityBonusOption InternalName="Blood_Quendar">
            <DisplayName>Quendar Blood</DisplayName>
            <Description>+50% Fire Resistance, -50% Cold Resistance and the ability to use Flame Tongue</Description>
            <Icon>RoundCrest_Magnar.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistFire</StrVal>
                <Value>50</Value>
                <Provides>+50% Fire Resistance</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistCold</StrVal>
                <Value>-50</Value>
                <Provides>-50% Cold Resistance</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>FlameTongue</StrVal>
                <Provides>Flame Tongue- Does 2 fire damage per level to the victim</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_TarthAbility">
        <AbilityBonusOption InternalName="Blood_Tarth">
            <DisplayName>Tarth Blood</DisplayName>
            <Description>+3 to Attack and Initiative when in an army of 3 or smaller and the Double Strike ability</Description>
            <Icon>RoundCrest_Tarth.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>3</Value>
                <Provides>+3 Attack when in an army of 3 or smaller</Provides>
                <WhenUnderArmySize>3</WhenUnderArmySize>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>3</Value>
                <Provides>+3 Initiative when in an army of 3 or smaller</Provides>
                <WhenUnderArmySize>3</WhenUnderArmySize>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>DoubleStrike</StrVal>
                <Provides>Double Strike- Strike twice at -20 to Accuracy</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_TrogAbility">
        <AbilityBonusOption InternalName="Blood_Trog">
            <DisplayName>Trog Blood</DisplayName>
            <Description>+2 Attack when below 50% Hit Points and the ability to go Berserk in tactical combat</Description>
            <Icon>RoundCrest_Yithril.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>2</Value>
                <Provides>+2 Attack when under 50% Hit Points</Provides>
                <WhenUnderPercentHitPoints>50</WhenUnderPercentHitPoints>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Berserk_Self</StrVal>
                <Provides>Berserk- +2 to Attack and Initiative but the unit attacks enemies without the player's direction.  Berserk units never cast spells.</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_UrxenAbility">
        <AbilityBonusOption InternalName="Blood_Urxen">
            <DisplayName>Urxen Blood</DisplayName>
            <Description>+2 Attack when in an army of 5 or larger and double the bonus from Swarming</Description>
            <Icon>RoundCrest_Umber.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>2</Value>
                <Provides>+2 Attack when in an army of 5 or larger</Provides>
                <WhenOverArmySize>5</WhenOverArmySize>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SwarmBonusCounter</StrVal>
                <Value>1</Value>
                <Provides>This unit recieves double the normal Swarm bonus</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Blood_WraithAbility">
        <AbilityBonusOption InternalName="Blood_Wraith">
            <DisplayName>Wraith Blood</DisplayName>
            <Description>+20 Dodge, -1 Hit Point per Level, and the ability to use Wraith Touch</Description>
            <Icon>RoundCrest_Resoln.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>WraithTouch</StrVal>
                <Provides>Wraith Touch- Drain 1 Hit Point per level from the victim unless they resist</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>20</Value>
                <Provides>+20 Dodge</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>-1</Value>
                <PerLevel>1</PerLevel>
                <Provides>-1 Hit Point per Level</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BloodthirstyAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Bloodthirsty">
            <DisplayName>Bloodthirsty</DisplayName>
            <Description>+25% Attack vs damaged enemies</Description>
            <Icon>Ability_BloodThirsty_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <Multiplier>1.25</Multiplier>
                <Provides>+25% Attack vs Damaged Opponents</Provides>
                <vsDamaged>1</vsDamaged>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BloodthirstyAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Bloodthirsty_Level">
            <DisplayName>Bloodthirsty</DisplayName>
            <Description>+25% Attack vs damaged enemies</Description>
            <Icon>Ability_BloodThirsty_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <Multiplier>1.25</Multiplier>
                <Provides>+25% Attack vs Damaged Opponents</Provides>
                <vsDamaged>1</vsDamaged>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Rage_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BreakAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Break">
            <DisplayName>Break</DisplayName>
            <Description>Attack that does normal damage and removes the target's Defense for 3 actions</Description>
            <Icon>Ability_Break_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Break</StrVal>
                <Provides>Attack that does normal damage and removes the target's Defense for 3 actions</Provides>
            </GameModifier>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ShadowStrike3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BrilliantAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Brilliant">
            <DisplayName>Brilliant</DisplayName>
            <Description>+10% Experience, +2 Spell Mastery per level</Description>
            <Icon>Ability_Brilliant_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>10</Value>
                <Provides>+10% Experience</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicPower</StrVal>
                <Value>2</Value>
                <PerLevel>1</PerLevel>
                <Provides>+2 Spell Mastery per Level</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BrokenSpiritAbility">
        <AbilityBonusOption InternalName="BrokenSpirit">
            <DisplayName>Broken Spirit</DisplayName>
            <Description>-25% to Accuracy, Spell Mastery and Hit Points</Description>
            <Icon>Ability_BrokenSpirit_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Multiplier>0.75</Multiplier>
                <Provides>-25% Accuracy</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicPower</StrVal>
                <Multiplier>0.75</Multiplier>
                <Provides>-25% Spell Mastery</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Multiplier>0.75</Multiplier>
                <Provides>-25% Hit Points</Provides>
            </GameModifier>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Bruiser2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Bruiser2">
            <DisplayName>Master Bruiser</DisplayName>
            <Description>+50% Attack when using the Crushing Blow ability</Description>
            <Icon>Ability_BruiserII_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusCrushingBlow</StrVal>
                <Value>0.5</Value>
                <Provides>+50% Attack when using the Crushing Blow ability</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Bruiser</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Bruiser</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BruiserAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Bruiser">
            <DisplayName>Expert Bruiser</DisplayName>
            <Description>+25% Attack when using the Crushing Blow ability</Description>
            <Icon>Ability_BruiserI_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusCrushingBlow</StrVal>
                <Value>0.25</Value>
                <Provides>+25% Attack when using the Crushing Blow ability</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Bruiser</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Brute_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BrutalNatureAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="BrutalNature">
            <DisplayName>Brutal Nature</DisplayName>
            <Description>+50% Attack</Description>
            <Icon>Ability_BrutalNature_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <Multiplier>1.5</Multiplier>
                <Provides>+50% Attack</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>60</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <SupportedUnitModelType>JuggernautMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BruteAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Brute">
            <DisplayName>Brute</DisplayName>
            <Description>+3 Attack vs lower level units</Description>
            <Icon>Ability_Brute_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>UnitStat_Level</StrVal2>
                <Value>3</Value>
                <Provides>+3 Attack vs opponents with a lower Level</Provides>
                <vsLower>1</vsLower>
            </GameModifier>
            <AdditionalTrainingTurns>10</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="BruteAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Brute_Level">
            <DisplayName>Brute</DisplayName>
            <Description>+3 Attack vs opponents with a lower Level</Description>
            <Icon>Ability_Brute_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>UnitStat_Level</StrVal2>
                <Value>3</Value>
                <Provides>+3 Attack vs opponents with a lower Level</Provides>
                <vsLower>1</vsLower>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Endurance1_Warrior</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CautiousAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Cautious">
            <DisplayName>Cautious</DisplayName>
            <Description>Grants the ability to escape (with remaining allies) from battle.</Description>
            <Icon>Ability_Cautious_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Escape_Ability</StrVal>
                <Provides>Grants the ability to escape (with remaining allies) from battle</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ChargeAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Charge">
            <DisplayName>Charge</DisplayName>
            <Description>+1 Moves and +2 Attack on the first turn of combat</Description>
            <Icon>Ability_Charge_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>2</Value>
                <Provides>+2 Attack for the first turn of combat</Provides>
                <xActions>1</xActions>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Moves</StrVal>
                <Value>1</Value>
                <Provides>+1 Moves for the first turn of combat</Provides>
                <xActions>1</xActions>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ChargeAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Charge_Level">
            <DisplayName>Charge</DisplayName>
            <Description>+2 Moves and +2 Attack on the first turn of combat</Description>
            <Icon>Ability_Charge_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>2</Value>
                <Provides>+2 Attack for the first turn of combat</Provides>
                <xActions>1</xActions>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Moves</StrVal>
                <Value>2</Value>
                <Provides>+2 Moves for the first turn of combat</Provides>
                <xActions>1</xActions>
            </GameModifier>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Fast2_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CivicsTechAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="CivicsTech">
            <DisplayName>Civics</DisplayName>
            <Description>This faction starts with the Civics technology, which allows them to rush production and construct Inns and Bell Towers.</Description>
            <Icon>Ability_Civics_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockTech</Attribute>
                <StrVal>Civics</StrVal>
                <Provides>This faction starts with the Civics technology, which allows them to rush production and construct Inns and Bell Towers</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CleaveAbility">
        <AbilityBonusOption InternalName="Cleave">
            <DisplayName>Cleave</DisplayName>
            <Description>Swing at 3 adjacent enemies</Description>
            <Icon>Ability_Cleave_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Cleave_Ability</StrVal>
                <Provides>Swing at 3 adjacent enemies</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CompassionAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Compassion">
            <DisplayName>Compassion</DisplayName>
            <Description>+50% Healing when casting healing spells</Description>
            <Icon>Ability_Compassion_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusHealing</StrVal>
                <Value>0.5</Value>
                <Provides>+50% Healing when casting healing spells</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheMage</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ConstitutionAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Constitution">
            <DisplayName>Constitution</DisplayName>
            <Description>+3 Hit Points</Description>
            <Icon>Ability_Constitution_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>3</Value>
            </GameModifier>
            <AdditionalTrainingTurns>10</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CookAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Cook">
            <DisplayName>Cook</DisplayName>
            <Description>An army lives on its stomach.  +1 to the Army's Health Regeneration per season</Description>
            <Icon>Ability_Cook_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_HealthRegen</StrVal>
                <Value>1</Value>
                <Provides>+1 to the Army's Health Regeneration per season</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Army</Type>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CounterattackAbility">
        <AbilityBonusOption InternalName="Counterattack">
            <DisplayName>Counterattack</DisplayName>
            <Description>+1 counterattack per round</Description>
            <Icon>Ability_Counterattack_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MaxCounterAttack</StrVal>
                <Value>1</Value>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CultofaHundredEyesAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="CultofaHundredEyes">
            <DisplayName>Cult of a Hundred Eyes</DisplayName>
            <Description>This faction can train Widows, Harridans and Hoarder spiders in their cities</Description>
            <Icon>Ability_Webkin_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction can train Widows, Harridans and Hoarder spiders in their cities</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DamageReflectionAbility">
        <AbilityBonusOption InternalName="DamageReflection">
            <DisplayName>Damage Reflection</DisplayName>
            <Description>100% of damage done to this unit is reflected to the attacker</Description>
            <Icon>Ability_DamageReflection_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_DamageReflect</StrVal>
                <Value>1</Value>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DazeAbility">
        <AbilityBonusOption InternalName="Daze">
            <DisplayName>Daze</DisplayName>
            <Description>All enemies lose their next turn unless they resist</Description>
            <Icon>Ability_Daze_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Daze</StrVal>
                <Provides>All enemies lose their next turn unless they resist</Provides>
            </GameModifier>
            <CombatRating>300</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DeadlyBiteAbility">
        <AbilityBonusOption InternalName="DeadlyBite">
            <DisplayName>Deadly Bite</DisplayName>
            <Description>A devastating bite that strikes for three times the unit's Attack</Description>
            <Icon>Ability_DeadlyBite_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>DeadlyBite</StrVal>
                <Provides>A devastating bite that strikes for three times the unit's Attack</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Death1Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Death</SpellbookType>
        <AbilityBonusOption InternalName="Death1">
            <DisplayName>Death Apprentice</DisplayName>
            <Description>Death mages specialize in powerful curses that weaken enemies</Description>
            <Icon>Ability_DeathApprentice_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <SpellbookRank>1</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Death</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Empire</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Death2Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Death</SpellbookType>
        <AbilityBonusOption InternalName="Death2">
            <DisplayName>Death Disciple</DisplayName>
            <Description>Death mages specialize in powerful curses that weaken enemies</Description>
            <Icon>Ability_DeathDisciple_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <SpellbookRank>2</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Death</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Empire</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Death1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Death3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Death</SpellbookType>
        <AbilityBonusOption InternalName="Death3">
            <DisplayName>Death Mage</DisplayName>
            <Description>Death mages specialize in powerful curses that weaken enemies</Description>
            <Icon>Ability_DeathMage_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>5</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Death</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Empire</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Death2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Death4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Death</SpellbookType>
        <AbilityBonusOption InternalName="Death4">
            <DisplayName>Death Master</DisplayName>
            <Description>Death mages specialize in powerful curses that weaken enemies</Description>
            <Icon>Ability_DeathExpert_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>7</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Death</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Empire</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Death3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Death5Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Death</SpellbookType>
        <AbilityBonusOption InternalName="Death5">
            <DisplayName>Death Archmage</DisplayName>
            <Description>Death mages specialize in powerful curses that weaken enemies</Description>
            <Icon>Ability_DeathMaster_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>9</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Death</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Empire</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Death4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DeathWorshipAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="DeathWorship">
            <DisplayName>Death Worship</DisplayName>
            <Description>Gives this faction access to the Infection, Corruption, Graveseal and Dirge of Ceresa spells</Description>
            <Icon>Ability_DeathWorship_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>DirgeOfCeresa</StrVal>
                <Provides>Unlocks Dirge of Ceresa, a Sovereign only spell that does poison damage to all enemies each turn</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>Graveseal</StrVal>
                <Provides>Unlocks Graveseal, a spell that causes the victim to suffer critical hits from all attacks</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>Corruption</StrVal>
                <Provides>Unlocks Corruption, a spell that converts a shard you control into a death shard</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>Infection</StrVal>
                <Provides>Unlocks Infection, a spell that causes all negative spells on a unit to spread to all its allies</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Defender1Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Defender1_Level">
            <DisplayName>Defender</DisplayName>
            <Description>+10 Defense when Defending</Description>
            <Icon>Ability_DefenderI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Tactical_Auto_Defense_Boost</StrVal>
                <Value>10</Value>
                <Provides>+10 Defense when Defending</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <UpgradePathID>Defender</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheDefender</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Defender2Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Defender2_Level">
            <DisplayName>Defender II</DisplayName>
            <Description>+15 Defense when Defending</Description>
            <Icon>Ability_DefenderII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Tactical_Auto_Defense_Boost</StrVal>
                <Value>15</Value>
                <Provides>+15 Defense when Defending</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <UpgradePathID>Defender</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Defender1_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DefenderAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Defender">
            <DisplayName>Defender</DisplayName>
            <Description>+10 Defense when Defending</Description>
            <Icon>Ability_DefenderI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Tactical_Auto_Defense_Boost</StrVal>
                <Value>10</Value>
                <Provides>+10 Defense when Defending</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>4</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <UpgradePathID>Defender</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DefensiveAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Defensive">
            <DisplayName>Defensive</DisplayName>
            <Description>Units defending cities get +10% per city level to Accuracy and Defense.  Unlocks the Bronze Shield and one handed spears.</Description>
            <Icon>Ability_Defensive_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks the Bronze Shield and one handed spears</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Stationed_UnitStat_Accuracy</StrVal>
                <Value>10</Value>
                <PerLevel>1</PerLevel>
                <Provides>Units defending cities get +10% per city level to Accuracy</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Stationed_UnitStat_Defense_Pierce</StrVal>
                <Value>10</Value>
                <PerLevel>1</PerLevel>
                <Provides>Units defending cities get +10% per city level to Defense</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DeflectMissilesAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="DeflectMissiles">
            <DisplayName>Deflect Missiles</DisplayName>
            <Description>+20 Dodge vs missile attacks</Description>
            <Icon>Ability_DeflectMissiles_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_DodgeAgainstRanged</StrVal>
                <Value>20</Value>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Defender2_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DisciplineAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Discipline">
            <DisplayName>Discipline</DisplayName>
            <Description>+1 Accuracy and Spell Resistance per Level</Description>
            <Icon>Ability_Discipline_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Accuracy per Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Spell Resistance per Level</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DisciplineAbility_Level">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Discipline_Level">
            <DisplayName>Discipline</DisplayName>
            <Description>+1 Accuracy and Spell Resistance per Level</Description>
            <Icon>Ability_Discipline_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Accuracy per Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Spell Resistance per Level</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheWarrior</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Dodge1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Dodge1">
            <DisplayName>Dodge I</DisplayName>
            <Description>+4 to Dodge</Description>
            <Icon>Ability_DodgeI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>4</Value>
                <Provides>+4 to Dodge</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Dodge</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheAssassin</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Dodge2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Dodge2">
            <DisplayName>Dodge II</DisplayName>
            <Description>+5 to Dodge</Description>
            <Icon>Ability_DodgeII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>5</Value>
                <Provides>+5 to Dodge</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Dodge</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Dodge1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="DragonSlayerAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="DragonSlayer">
            <DisplayName>Dragon Slayer</DisplayName>
            <Description>+10 Attack vs Dragons</Description>
            <Icon>Ability_DragonSlayer_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>Dragon</StrVal2>
                <Value>10</Value>
                <Provides>+10 Attack vs Dragons</Provides>
                <vsUnitType>1</vsUnitType>
            </GameModifier>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Enmity_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Earth1Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Earth</SpellbookType>
        <AbilityBonusOption InternalName="Earth1">
            <DisplayName>Earth Apprentice</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthApprentice_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <SpellbookRank>1</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Earth</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Earth2Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Earth</SpellbookType>
        <AbilityBonusOption InternalName="Earth2">
            <DisplayName>Earth Disciple</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthDisciple_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <SpellbookRank>2</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Earth</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Earth1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Earth3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Earth</SpellbookType>
        <AbilityBonusOption InternalName="Earth3">
            <DisplayName>Earth Mage</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthMage_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>5</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Earth</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Earth2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Earth4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Earth</SpellbookType>
        <AbilityBonusOption InternalName="Earth4">
            <DisplayName>Earth Master</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthExpert_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>7</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Earth</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Earth3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Earth5Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Earth</SpellbookType>
        <AbilityBonusOption InternalName="Earth5">
            <DisplayName>Earth Archmage</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthMaster_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>9</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Earth</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Earth4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EarthAdept1Ability">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="EarthAdept1">
            <DisplayName>Earth Adept</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthAdeptI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Spell</Type>
            <UpgradePathID>EarthAdept</UpgradePathID>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EarthAdept2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="EarthAdept2">
            <DisplayName>Earth Adept II</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthAdeptII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>EarthAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>EarthAdept1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EarthAdept3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="EarthAdept3">
            <DisplayName>Earth Adept III</DisplayName>
            <Description>Earth mages specialize in spells that provide defense</Description>
            <Icon>Ability_EarthAdeptIII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>EarthAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>EarthAdept2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EnchantersAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Enchanters">
            <DisplayName>Enchanters</DisplayName>
            <Description>Unlocks the Sindarian Staff, which gives additional Dodge, and the Leht Staff, which fires lightning.  It also unlocks the Scrying Pool improvement which gives the city an extra Essence.</Description>
            <Icon>Ability_Runemasters_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks the Sindarian Staff, which gives additional Dodge, and the Leht Staff, which fires lightning</Provides>
            </GameModifier>
            <GameModifier>
                <Provides>Unlocks the Scrying Pool improvement which gives the city an extra Essence</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Endurance1Ability">
        <AbilityBonusOption InternalName="Endurance1">
            <DisplayName>Endurance</DisplayName>
            <Description>+1 Hit Point per Level</Description>
            <Icon>Ability_EnduranceI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Hit Point per Level</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Endurance</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Endurance1Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Endurance1_Level">
            <DisplayName>Endurance I</DisplayName>
            <Description>+10 Hit Points</Description>
            <Icon>Ability_EnduranceI_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>10</Value>
                <Provides>+10 Hit Points</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Endurance</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ArmorProficiency2_Defender</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Endurance1Ability_Warrior">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Endurance1_Warrior">
            <DisplayName>Endurance I</DisplayName>
            <Description>+10 Hit Points</Description>
            <Icon>Ability_EnduranceI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>10</Value>
                <Provides>+10 Hit Points</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Endurance</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheWarrior</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Endurance2Ability">
        <AbilityBonusOption InternalName="Endurance2">
            <DisplayName>Endurance II</DisplayName>
            <Description>+1 Hit Point per Level</Description>
            <Icon>Ability_EnduranceII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Hit Point per Level</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Endurance</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Endurance2Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Endurance2_Level">
            <DisplayName>Endurance II</DisplayName>
            <Description>+15 Hit Points</Description>
            <Icon>Ability_EnduranceII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>15</Value>
                <Provides>+15 Hit Points</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Endurance</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Endurance1_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Endurance3Ability">
        <AbilityBonusOption InternalName="Endurance3">
            <DisplayName>Endurance III</DisplayName>
            <Description>+1 Hit Point per Level</Description>
            <Icon>Ability_EnduranceIII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Hit Point per Level</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Endurance</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Endurance4Ability">
        <AbilityBonusOption InternalName="Endurance4">
            <DisplayName>Endurance IV</DisplayName>
            <Description>+1 Hit Point per Level</Description>
            <Icon>Ability_EnduranceIV_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Hit Point per Level</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Endurance</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EnmityAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Enmity">
            <DisplayName>Enmity</DisplayName>
            <Description>+25% Attack vs units of the opposite race (fallen vs men)</Description>
            <Icon>Ability_Enmity_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <Multiplier>1.25</Multiplier>
                <Provides>+25% Attack vs opponents of the opposite race (fallen vs men)</Provides>
                <vsOtherAllegiance>1</vsOtherAllegiance>
            </GameModifier>
            <AdditionalTrainingTurns>12</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EnmityAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Enmity_Level">
            <DisplayName>Enmity</DisplayName>
            <Description>+25% Attack vs units of the opposite race (fallen vs men)</Description>
            <Icon>Ability_Enmity_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <Multiplier>1.25</Multiplier>
                <Provides>+25% Attack vs opponents of the opposite race (fallen vs men)</Provides>
                <vsOtherAllegiance>1</vsOtherAllegiance>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PackTactics</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EternalGuardAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="EternalGuard">
            <DisplayName>Eternal Guard</DisplayName>
            <Description>+5 levels for Summoned Sentinels</Description>
            <Icon>Ability_EternalGuard_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusSentinelSummonLevel</StrVal>
                <Value>5</Value>
                <Provides>+5 levels for Summoned Sentinels</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonSentinel</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Evoker2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Evoker2">
            <DisplayName>Evoker II</DisplayName>
            <Description>+20% Spell Damage</Description>
            <Icon>Ability_EvokerII_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SpellDamage</StrVal>
                <Value>20</Value>
                <Provides>+20% Spell Damage</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <UpgradePathID>Evoker</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Evoker</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Evoker3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Evoker3">
            <DisplayName>Evoker III</DisplayName>
            <Description>+20% Spell Damage</Description>
            <Icon>Ability_EvokerIII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SpellDamage</StrVal>
                <Value>20</Value>
                <Provides>+20% Spell Damage</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <UpgradePathID>Evoker</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Evoker2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Evoker4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Evoker4">
            <DisplayName>Evoker IV</DisplayName>
            <Description>+20% Spell Damage</Description>
            <Icon>Ability_EvokerIV_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SpellDamage</StrVal>
                <Value>20</Value>
                <Provides>+20% Spell Damage</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <UpgradePathID>Evoker</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Evoker3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="EvokerAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Evoker">
            <DisplayName>Evoker</DisplayName>
            <Description>+20% Spell Damage</Description>
            <Icon>Ability_EvokerI_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SpellDamage</StrVal>
                <Value>20</Value>
                <Provides>+20% Spell Damage</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <UpgradePathID>Evoker</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Prodigy2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Executioner1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Executioner1">
            <DisplayName>Executioner I</DisplayName>
            <Description>+5 Attack vs Champions</Description>
            <Icon>Ability_ExecutionerI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>Champion</StrVal2>
                <Value>5</Value>
                <Provides>+5 Attack vs Champions</Provides>
                <vsUnitType>1</vsUnitType>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Executioner</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>VitalStrike2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Executioner2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Executioner2">
            <DisplayName>Executioner II</DisplayName>
            <Description>+10 Attack vs Champions</Description>
            <Icon>Ability_ExecutionerII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>Champion</StrVal2>
                <Value>10</Value>
                <Provides>+10 Attack vs Champions</Provides>
                <vsUnitType>1</vsUnitType>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Executioner</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Executioner1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ExperiencedAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Experienced">
            <DisplayName>Experienced</DisplayName>
            <Description>+1 Level, -1 Gildar per turn</Description>
            <Icon>Ability_Experienced_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>FreeLevel</Attribute>
                <Provides>+1 Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Gold</StrVal>
                <Value>-1</Value>
                <Provides>-1 Gildar per Season</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>25</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>Race</Type>
                <Attribute>Race_Type_Mancers</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Fast2Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Fast2_Level">
            <DisplayName>Fast II</DisplayName>
            <Description>+1 Initiative</Description>
            <Icon>Ability_FastII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>1</Value>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Fast</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Fast_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FastAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Fast">
            <DisplayName>Fast</DisplayName>
            <Description>+2 Initiative</Description>
            <Icon>Ability_FastI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>2</Value>
            </GameModifier>
            <AdditionalTrainingTurns>15</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <UpgradePathID>Fast</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FastAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Fast_Level">
            <DisplayName>Fast I</DisplayName>
            <Description>+1 Initiative</Description>
            <Icon>Ability_Fast_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>1</Value>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Fast</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Acrobat_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FinesseAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Finesse">
            <DisplayName>Finesse</DisplayName>
            <Description>+3 Attack vs opponents with a lower Initiative</Description>
            <Icon>Ability_Finesse_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>UnitStat_CombatSpeed</StrVal2>
                <Value>3</Value>
                <Provides>+3 Attack vs opponents with a lower Initiative</Provides>
                <vsLower>1</vsLower>
            </GameModifier>
            <AdditionalTrainingTurns>6</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FinesseAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Finesse_Level">
            <DisplayName>Finesse</DisplayName>
            <Description>+3 Attack vs opponents with a lower Initiative</Description>
            <Icon>Ability_Finesse_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>UnitStat_CombatSpeed</StrVal2>
                <Value>3</Value>
                <Provides>+3 Attack vs opponents with a lower Initiative</Provides>
                <vsLower>1</vsLower>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Quick2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Fire1Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Fire</SpellbookType>
        <AbilityBonusOption InternalName="Fire1">
            <DisplayName>Fire Apprentice</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireApprentice_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <SpellbookRank>1</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Fire</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Fire2Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Fire</SpellbookType>
        <AbilityBonusOption InternalName="Fire2">
            <DisplayName>Fire Disciple</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireDisciple_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <SpellbookRank>2</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Fire</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Fire1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Fire3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Fire</SpellbookType>
        <AbilityBonusOption InternalName="Fire3">
            <DisplayName>Fire Mage</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireMage_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>5</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Fire</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Fire2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Fire4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Fire</SpellbookType>
        <AbilityBonusOption InternalName="Fire4">
            <DisplayName>Fire Master</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireExpert_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>7</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Fire</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Fire3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Fire5Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Fire</SpellbookType>
        <AbilityBonusOption InternalName="Fire5">
            <DisplayName>Fire Archmage</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireMaster_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>9</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Fire</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Fire4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FireAdept1Ability">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="FireAdept1">
            <DisplayName>Fire Adept</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireAdeptI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Spell</Type>
            <UpgradePathID>FireAdept</UpgradePathID>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FireAdept2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="FireAdept2">
            <DisplayName>Fire Adept II</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireAdeptII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>FireAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>FireAdept1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FireAdept3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="FireAdept3">
            <DisplayName>Fire Adept III</DisplayName>
            <Description>Fire mages specialize in spells that cause damage</Description>
            <Icon>Ability_FireAdeptIII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>FireAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>FireAdept2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FireBreathAbility">
        <AbilityBonusOption InternalName="FireBreath">
            <DisplayName>Fire Breath</DisplayName>
            <Description>Target units within a 1 tile radius are enveloped in fire, taking the caster's Attack in fire damage</Description>
            <Icon>Ability_FireBreath_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>FireBreath</StrVal>
                <Provides>Target units within a 1 tile radius are enveloped in fire, taking the caster's Attack in fire damage</Provides>
            </GameModifier>
            <CombatRating>300</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FleshBoundTomeAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="FleshBoundTome">
            <DisplayName>Flesh Bound Tome</DisplayName>
            <Description>Unlocks the Cull the Weak, Death Lash and Candlecloak spells.  Also unlocks the Scar Stone.</Description>
            <Icon>Ability_FleshBoundTome_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>CullTheWeak</StrVal>
                <Provides>Unlocks Cull the Weak, a spell that sacrifices an ally to regain mana and health</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>DeathLash</StrVal>
                <Provides>Unlocks Death Lash, a spell that boosts an allies attack and initiative but kills them at the end of combat</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>Candlecloak</StrVal>
                <Provides>Unlocks Candlecloak, a spell that does fire damage to anyone who strikes your units with a melee attack</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>Consume</StrVal>
                <Provides>Unlocks Consume, a spell that destroys a shard in your territory to gain 200 mana</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FlyingAbility">
        <AbilityBonusOption InternalName="Flying">
            <DisplayName>Flying</DisplayName>
            <Description>Unit can travel on any tile</Description>
            <Icon>Ability_Flying_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ChangeMovementType</Attribute>
                <StrVal>Air</StrVal>
                <Value>2</Value>
                <Provides>Unit can travel on any tile</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>Forest</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty in Forests</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>SwampTerrain</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty in Swamps</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>HillsTerrain</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty on Hills</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>River</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty on Rivers</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FrailAbility">
        <AbilityBonusOption InternalName="Frail">
            <DisplayName>Frail</DisplayName>
            <Description>-1 Hit Point per Level</Description>
            <Icon>Ability_Frail_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>-1</Value>
                <PerLevel>1</PerLevel>
                <Provides>-1 Hit Point per Level</Provides>
            </GameModifier>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FrenzyAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Frenzy">
            <DisplayName>Frenzy</DisplayName>
            <Description>+4 Initiative and +1 Moves</Description>
            <Icon>Ability_Frenzy_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>4</Value>
                <Provides>+4 Initiative</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Moves</StrVal>
                <Value>1</Value>
                <Provides>+1 Moves</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>50</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <SupportedUnitModelType>JuggernautMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FrostbornAbility">
        <AbilityBonusOption InternalName="Frostborn">
            <DisplayName>Frostborn</DisplayName>
            <Description>Units struck suffer -3 to Initiative</Description>
            <Icon>Ability_Blizzard.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeAppliesSpell</Attribute>
                <StrVal>Slow_Effect</StrVal>
                <Provides>Units struck suffer -3 to Initiative</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="FuryAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Fury">
            <DisplayName>Fury</DisplayName>
            <Description>+1 to Attack, -1 to Hit Points</Description>
            <Icon>Ability_Fury_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>-1</Value>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>1</Value>
            </GameModifier>
            <AdditionalTrainingTurns>6</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="GamblersStrikeAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="GamblersStrike">
            <DisplayName>Gamblers Strike</DisplayName>
            <Description>Attack that has a 50% chance to do triple damage and a 50% chance to miss</Description>
            <Icon>Ability_GamblersStrike_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>GamblersStrike</StrVal>
                <Provides>Attack that has a 50% chance to do triple damage and a 50% chance to miss</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Dodge1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="GeomancyAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Geomancy">
            <DisplayName>Geomancy</DisplayName>
            <Description>Allows the unit to cast the Gift of Iron and Sunder spells</Description>
            <Icon>Ability_Geomancy_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells.</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Prodigy2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="GhostAbility">
        <AbilityBonusOption InternalName="Ghost">
            <DisplayName>Ghost</DisplayName>
            <Description>Immune to Physical damage</Description>
            <Icon>Ability_Ghost_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistPierce</StrVal>
                <Value>100</Value>
                <Provides>Immune to Physical damage</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="GreatAxesAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="GreatAxes">
            <DisplayName>Axe Mastery</DisplayName>
            <Description>Unlocks dual wield version of all the axes.</Description>
            <Icon>Ability_GreatAxes_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks dual wield version of all the axes</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="GreatHammersAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="GreatHammers">
            <DisplayName>Great Hammers</DisplayName>
            <Description>Unlocks the War Club, which has a higher attack against Men and Fallen, the Battle Hammer, which has a higher attack than a Warhammer, and the Sledge, a Maul with higher attack.</Description>
            <Icon>Ability_GreatHammers_Icon.png</Icon>
            <GameModifier>
                <Provides>'Unlocks the War Club, which has a higher attack against Men and Fallen, the Battle Hammer, which has a higher attack than a Warhammer, and the Sledge, a Maul with higher attack</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Guardian1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Guardian1">
            <DisplayName>Guardian I</DisplayName>
            <Description>+2 to the Army's Dodge</Description>
            <Icon>Ability_GuardianI_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>2</Value>
                <Provides>+2 to the Army's Dodge</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Guardian</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_Invincible</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Guardian2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Guardian2">
            <DisplayName>Guardian II</DisplayName>
            <Description>+2 to the Army's Dodge</Description>
            <Icon>Ability_GuardianII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>2</Value>
                <Provides>+2 to the Army's Dodge</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Guardian</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Guardian1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="HallowedRiteAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="HallowedRite">
            <DisplayName>Hallowed Rite</DisplayName>
            <Description>+3 Mana per unit killed</Description>
            <Icon>Ability_HallowedRite_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ManaFromKills</StrVal>
                <Value>3</Value>
            </GameModifier>
            <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>Race</Type>
                <Attribute>Race_Type_Wraiths</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="HarbingerAbility">
        <AbilityBonusOption InternalName="Harbinger">
            <DisplayName>Harbinger</DisplayName>
            <Description>Units gains 30 life each time it kills a victim</Description>
            <Icon>Ability_Harbinger_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HPFromKills</StrVal>
                <Value>30</Value>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="HardyAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Hardy">
            <DisplayName>Hardy</DisplayName>
            <Description>+1 Hit Point per Level and immune to poison</Description>
            <Icon>Ability_Hardy_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Hit Points per Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistPoison</StrVal>
                <Value>100</Value>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="HeartOfStoneAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="HeartOfStone">
            <DisplayName>Heart of Stone</DisplayName>
            <Description>+10 Defense</Description>
            <Icon>Ability_HeartOfStone_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>10</Value>
                <Provides>+10 Defense</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>16</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <SupportedUnitModelType>JuggernautMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="HeroicAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Heroic">
            <DisplayName>Heroic</DisplayName>
            <Description>Completing a quest provides double the normal Experience.</Description>
            <Icon>Ability_Heroic_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Adventure</StrVal>
                <Value>100</Value>
                <Provides>Completing a quest provides double the normal Experience</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="HobbleAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Hobble">
            <DisplayName>Hobble</DisplayName>
            <Description>Attack that also reduces the target unit's Move by 1 for 3 turns unless they resist</Description>
            <Icon>Ability_Slow.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Hobble</StrVal>
                <Provides>Attack that also reduces the target unit's Move by 1 for 3 turns unless they resist</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>VitalStrike4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="HydromancyAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Hydromancy">
            <DisplayName>Hydromancy</DisplayName>
            <Description>Allows the unit to cast the Frozen Bones and Riptide spells</Description>
            <Icon>Ability_Hydromancy_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells.</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Prodigy</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="IgnorePainAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="IgnorePain">
            <DisplayName>Ignore Pain</DisplayName>
            <Description>+30 Hit Points</Description>
            <Icon>Ability_IgnorePain_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>30</Value>
            </GameModifier>
            <AdditionalTrainingTurns>50</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <SupportedUnitModelType>JuggernautMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToColdAbility">
        <AbilityBonusOption InternalName="ImmuneToCold">
            <DisplayName>Immune to Cold</DisplayName>
            <Description>Immune to Cold</Description>
            <Icon>Ability_ImmuneToCold_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistCold</StrVal>
                <Value>100</Value>
                <Provides>Unit takes no damage from Cold</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToCounterattackAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ImmuneToCounterattack">
            <DisplayName>Immune to Counter</DisplayName>
            <Description>Immune to Counterattack</Description>
            <Icon>Ability_ImmuneToCounterattack_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>CannotBeCounterattacked</Attribute>
                <Provides>Unit never gets Counterattacked</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ImmuneToCriticals_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToCriticalsAbility">
        <AbilityBonusOption InternalName="ImmuneToCriticals">
            <DisplayName>Immune to Criticals</DisplayName>
            <Description>Immune to Critical Attacks</Description>
            <Icon>Ability_ImmuneToCriticals_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToAvoidCrit</StrVal>
                <Value>100</Value>
                <Provides>Unit never suffers a Critical Attack</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <SupportedUnitModelType>IronGolem</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToCriticalsAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ImmuneToCriticals_Level">
            <DisplayName>Immune to Criticals</DisplayName>
            <Description>Immune to Critical attacks</Description>
            <Icon>Ability_ImmuneToCriticals_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToAvoidCrit</StrVal>
                <Value>100</Value>
                <Provides>Unit never suffers a Critical attack</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_Invincible</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToFireAbility">
        <AbilityBonusOption InternalName="ImmuneToFire">
            <DisplayName>Immune to Fire</DisplayName>
            <Description>Immune to Fire</Description>
            <Icon>Ability_ImmuneToFire_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistFire</StrVal>
                <Value>100</Value>
                <Provides>Unit takes no damage from Fire</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToLightningAbility">
        <AbilityBonusOption InternalName="ImmuneToLightning">
            <DisplayName>Immune to Lightning</DisplayName>
            <Description>Immune to Lightning</Description>
            <Icon>Ability_ImmuneToLightning_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistLightning</StrVal>
                <Value>100</Value>
                <Provides>Unit takes no damage from Lightning</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToMagicAbility">
        <AbilityBonusOption InternalName="ImmuneToMagic">
            <DisplayName>Immune to Magic</DisplayName>
            <Description>Immune to Magic</Description>
            <Icon>Ability_ImmuneToMagic_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProtectFromSpells</Attribute>
                <Provides>Immune to Magic</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToPoisonAbility">
        <AbilityBonusOption InternalName="ImmuneToPoison">
            <DisplayName>Immune to Poison</DisplayName>
            <Description>Immune to Poison</Description>
            <Icon>Ability_ImmuneToPoison_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistPoison</StrVal>
                <Value>100</Value>
                <Provides>Unit takes no damage from Poison</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImmuneToSwarm">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ImmuneToSwarm">
            <DisplayName>Immune to Swarm</DisplayName>
            <Description>Immune to Swarm</Description>
            <Icon>Ability_ImmuneToCriticals_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ImmuneToSwarm</Attribute>
                <Provides>Immune to Swarm</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_HoldTheLine</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ImpulsiveAbility">
        <AbilityBonusOption InternalName="Impulsive">
            <DisplayName>Impulsive</DisplayName>
            <Description>+2 Initiative</Description>
            <Icon>Ability_Charisma_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>2</Value>
                <Provides>+2 Initiative</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="InaccuracteAbility">
        <AbilityBonusOption InternalName="Inaccurate">
            <DisplayName>Inaccurate</DisplayName>
            <Description>-10 to Accuracy</Description>
            <Icon>Ability_Inaccurate_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>-10</Value>
            </GameModifier>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_AfraidOfDying">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="AfraidOfDying">
            <DisplayName>Afraid of Dying</DisplayName>
            <Description>-30 Accuracy vs higher level enemies</Description>
            <Icon>Ability_AfraidOfDying_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <StrVal2>UnitStat_Level</StrVal2>
                <Value>-30</Value>
                <Provides>-30 Accuracy vs higher level enemies</Provides>
                <vsHigher>1</vsHigher>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_Amnesia">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="Amnesia">
            <DisplayName>Amnesia</DisplayName>
            <Description>-25% to earned Experience Points</Description>
            <Icon>Ability_Amnesia_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>-25</Value>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_BlindInOneEye">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="BlindInOneEye">
            <DisplayName>Blind In One Eye</DisplayName>
            <Description>-25% Accuracy</Description>
            <Icon>Ability_BlindInOneEye_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Multiplier>0.75</Multiplier>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_BrokenLegAbility">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="BrokenLeg">
            <DisplayName>Broken Leg</DisplayName>
            <Description>-25% Dodge</Description>
            <Icon>Ability_BrokenLeg_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Multiplier>0.75</Multiplier>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_BrokenNoseAbility">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="BrokenNose">
            <DisplayName>Broken Nose</DisplayName>
            <Description>-10% Hit Points</Description>
            <Icon>Ability_BrokenNose_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Multiplier>0.9</Multiplier>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_ChippedToothAbility">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="ChippedTooth">
            <DisplayName>Chipped Tooth</DisplayName>
            <Description>Increased damage from Poison</Description>
            <Icon>Ability_ChippedTooth_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistPoison</StrVal>
                <Value>-50</Value>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_Concussion">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="Concussion">
            <DisplayName>Concussion</DisplayName>
            <Description>+25% the mana cost for tactical spells</Description>
            <Icon>Ability_Concussion_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalSpellManaCost_Multiplier</StrVal>
                <Value>0.25</Value>
                <Provides>+25% mana cost for tactical spells</Provides>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_CrackedSkull">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="CrackedSkull">
            <DisplayName>Cracked Skull</DisplayName>
            <Description>-10 Experience Points</Description>
            <Icon>Ability_CrackedSkull_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>GiveExperience</Attribute>
                <Value>-10</Value>
                <Provides>-10 Experience Points</Provides>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_FleshWound">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="FleshWound">
            <DisplayName>Flesh Wound</DisplayName>
            <Description>-10% Hit Points</Description>
            <Icon>Ability_FleshWound_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Multiplier>0.9</Multiplier>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_GangreneHand">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="GangreneHand">
            <DisplayName>Gangrene Hand</DisplayName>
            <Description>-1 Attack</Description>
            <Icon>Ability_GangreneHand_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>-1</Value>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_Hallucinations">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="Hallucinations">
            <DisplayName>Hallucinations</DisplayName>
            <Description>+10 to Spell Mastery, -10 to Spell Resistance</Description>
            <Icon>Ability_Hallucinations_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicPower</StrVal>
                <Value>10</Value>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>-10</Value>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_MissingEar">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="MissingEar">
            <DisplayName>Missing Ear</DisplayName>
            <Description>"What?"</Description>
            <Icon>Ability_MissingEar_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Multiplier>0.9</Multiplier>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_MissingFinger">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="MissingFinger">
            <DisplayName>Missing Finger</DisplayName>
            <Description>This unit can equip one less accessory than normal</Description>
            <Icon>Ability_MissingFinger_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MaxAccessoryBonus</StrVal>
                <Value>-1</Value>
                <Provides>This unit can equip one less accessory than normal</Provides>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_Pneumonia">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="Pneumonia">
            <DisplayName>Pneumonia</DisplayName>
            <Description>Increased damage from Cold</Description>
            <Icon>Ability_Pneumonia_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistCold</StrVal>
                <Value>-50</Value>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_RottingWound">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="RottingWound">
            <DisplayName>Rotting Wound</DisplayName>
            <Description>-25% Hit Points</Description>
            <Icon>Ability_RottingWound_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Multiplier>0.75</Multiplier>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_TisButAScratch">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="TisButAScratch">
            <DisplayName>Tis But a Scratch</DisplayName>
            <Description>No effect.</Description>
            <Icon>Ability_TisButAScratch_Icon.png</Icon>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_TwistedAnkleAbility">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="TwistedAnkle">
            <DisplayName>Twisted Ankle</DisplayName>
            <Description>-1 Initiative</Description>
            <Icon>Ability_BrokenLeg_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>-1</Value>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_TwistedKnee">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="TwistedKnee">
            <DisplayName>Twisted Knee</DisplayName>
            <Description>-1 Initiative</Description>
            <Icon>Ability_RottingWound_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>-1</Value>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Injury_TyphoidFever">
        <AbilityBonusType>Unit_Injury</AbilityBonusType>
        <AbilityBonusOption InternalName="TyphoidFever">
            <DisplayName>Typhoid Fever</DisplayName>
            <Description>-1 to Army's Hit Points</Description>
            <Icon>Ability_TyphoidFever_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>-1</Value>
                <Provides>-1 to the Army's Hit Points</Provides>
            </GameModifier>
            <Type>Weakness</Type>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="InnovationAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Innovation">
            <DisplayName>Innovation</DisplayName>
            <Description>+100 Research</Description>
            <Icon>Ability_Innovation_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Research</Attribute>
                <Value>100</Value>
                <Provides>+100 Research</Provides>
            </GameModifier>
            <Type>Army</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Loremaster3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CallousedHideAbility">
        <AbilityBonusOption InternalName="CallousedHide">
            <DisplayName>Calloused Hide</DisplayName>
            <Description>+1 Defense per Level</Description>
            <Icon>Ability_CallousedSkin_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Defense per Level</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="IronskinAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Ironskin">
            <DisplayName>Ironskin</DisplayName>
            <Description>+3 Defense</Description>
            <Icon>Ability_Ironskin_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>3</Value>
                <Provides>+3 Defense</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>14</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="IronskinAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Ironskin_Level">
            <DisplayName>Ironskin</DisplayName>
            <Description>+3 Defense</Description>
            <Icon>Ability_Ironskin_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>3</Value>
                <Provides>+3 Defense</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Defender2_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="JuggernautAbility">
        <AbilityBonusOption InternalName="Juggernaut">
            <DisplayName>Juggernaut</DisplayName>
            <Description>Cannot be knocked Prone, +100% Attack and 25% Splash damage</Description>
            <Icon>Ability_Juggernaut_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <Multiplier>2</Multiplier>
                <Provides>+100% Attack</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToAvoidProne</StrVal>
                <Value>100</Value>
                <Provides>Immune to being knocked Prone</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SplashDamage</StrVal>
                <Value>0.25</Value>
                <Provides>+25% Splash Damage</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="KnockbackAbility">
        <AbilityBonusOption InternalName="Knockback">
            <DisplayName>Knockback</DisplayName>
            <Description>Melee attacks knock the unit back 2 tiles unless they resist</Description>
            <Icon>Ability_Knockback_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeAppliesSpell</Attribute>
                <StrVal>Knockback_Effect</StrVal>
                <Provides>Melee attacks knock the unit back 2 tiles unless they resist</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="KnowledgeAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Knowledge">
            <DisplayName>Knowledge</DisplayName>
            <Description>+25% Experience</Description>
            <Icon>Ability_Knowledge_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>25</Value>
                <Provides>+25% Experience</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheMage</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LargeAbility">
        <AbilityBonusOption InternalName="Large">
            <DisplayName>Large</DisplayName>
            <Description>Cannot be knocked Prone, +5 Hit Points per Level</Description>
            <Icon>Ability_Large_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToAvoidProne</StrVal>
                <Value>100</Value>
                <Provides>Cannot be knocked Prone</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>5</Value>
                <PerLevel>1</PerLevel>
                <Provides>+5 Hit Points per Level</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Leadership1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Leadership1">
            <DisplayName>Leadership I</DisplayName>
            <Description>+5 to the Army's Accuracy</Description>
            <Icon>Ability_LeadershipI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>5</Value>
                <Provides>+5 to the Army's Accuracy</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <UpgradePathID>Leadership</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheGovernor</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Leadership2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Leadership2">
            <DisplayName>Leadership II</DisplayName>
            <Description>+10 to the Army's Accuracy</Description>
            <Icon>Ability_LeadershipII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>10</Value>
                <Provides>+10 to the Army's Accuracy</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Leadership</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Leadership1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Leadership3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Leadership3">
            <DisplayName>Leadership III</DisplayName>
            <Description>+15 to the Army's Accuracy</Description>
            <Icon>Ability_LeadershipIII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>15</Value>
                <Provides>+15 to the Army's Accuracy</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Leadership</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Leadership2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Leadership4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Leadership4">
            <DisplayName>Leadership IV</DisplayName>
            <Description>+20 to the Army's Accuracy</Description>
            <Icon>Ability_LeadershipIV_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>20</Value>
                <Provides>+20 to the Army's Accuracy</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Leadership</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Leadership3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LegacyOfSerraneAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="LegacyOfSerrane">
            <DisplayName>Legacy of Serrane</DisplayName>
            <Description>Caravans are immune to attack.  This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack.</Description>
            <Icon>Ability_RoadWarriors_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks the Bazaar city improvement and the Warhorse, which boosts the riders attack</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnitAttackImmunity</Attribute>
                <StrVal>TraderTest</StrVal>
                <Value>1</Value>
                <Provides>Caravans are immune to attack</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Lethal1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Lethal1">
            <DisplayName>Lethal I</DisplayName>
            <Description>+3 Attack</Description>
            <Icon>Ability_LethalI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>3</Value>
                <Provides>+3 Attack</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Lethal</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheWarrior</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Lethal2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Lethal2">
            <DisplayName>Lethal II</DisplayName>
            <Description>+4 Attack</Description>
            <Icon>Ability_LethalII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>4</Value>
                <Provides>+4 Attack</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Lethal</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Lethal1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Lethal3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Lethal3">
            <DisplayName>Lethal III</DisplayName>
            <Description>+5 Attack</Description>
            <Icon>Ability_LethalIII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>5</Value>
                <Provides>+5 Attack</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Lethal</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Lethal2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Life1Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Life</SpellbookType>
        <AbilityBonusOption InternalName="Life1">
            <DisplayName>Life Apprentice</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeApprentice_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <SpellbookRank>1</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Life</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Life2Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Life</SpellbookType>
        <AbilityBonusOption InternalName="Life2">
            <DisplayName>Life Disciple</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeDisciple_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <SpellbookRank>2</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Life</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Life1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Life3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Life</SpellbookType>
        <AbilityBonusOption InternalName="Life3">
            <DisplayName>Life Mage</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeMage_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>5</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Life</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Life2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Life4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Life</SpellbookType>
        <AbilityBonusOption InternalName="Life4">
            <DisplayName>Life Master</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeExpert_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>7</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Life</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Life3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Life5Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Life</SpellbookType>
        <AbilityBonusOption InternalName="Life5">
            <DisplayName>Life Archmage</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeMaster_Icon2.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>9</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Life</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Life4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LifeAdept1Ability">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="LifeAdept1">
            <DisplayName>Life Adept</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeAdeptI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Spell</Type>
            <UpgradePathID>LifeAdept</UpgradePathID>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LifeAdept2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="LifeAdept2">
            <DisplayName>Life Adept II</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeAdeptII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>LifeAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>LifeAdept1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LifeAdept3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="LifeAdept3">
            <DisplayName>Life Adept III</DisplayName>
            <Description>Life mages specialize in spells that strengthen and heal units</Description>
            <Icon>Ability_LifeAdeptIII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>LifeAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>LifeAdept2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LightPlateAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="LightPlate">
            <DisplayName>Light Plate</DisplayName>
            <Description>This faction crafts Light Plate Mail instead of Chainmail with the Armor technology.  Light Plate has better defense but is heavier than Chainmail.</Description>
            <Icon>Ability_LightPlate_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction crafts Light Plate Mail instead of Chainmail with the Armor technology.  Light Plate has better defense but is heavier than Chainmail.</Provides>
            </GameModifier>
            <Cost>0</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LitheAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Lithe">
            <DisplayName>Lithe</DisplayName>
            <Description>+10 to Dodge, -1 Hit Point</Description>
            <Icon>Ability_Lithe_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>10</Value>
                <Provides>+10 Dodge</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>-1</Value>
                <Provides>-1 Hit Point</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>6</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Loner_Ability">
        <AbilityBonusOption InternalName="Loner">
            <DisplayName>Loner</DisplayName>
            <Description>+5 to Attack, Initiative and Dodge when in an army alone</Description>
            <Icon>Ability_Loner_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>5</Value>
                <Provides>+5 Attack when in an army alone</Provides>
                <WhenUnderArmySize>2</WhenUnderArmySize>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>5</Value>
                <Provides>+5 Initiative when in an army alone</Provides>
                <WhenUnderArmySize>2</WhenUnderArmySize>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Dodge</StrVal>
                <Value>5</Value>
                <Provides>+5 Dodge when in an army alone</Provides>
                <WhenUnderArmySize>2</WhenUnderArmySize>
            </GameModifier>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Loremaster1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Loremaster1">
            <DisplayName>Loremaster I</DisplayName>
            <Description>+1 Research per Season</Description>
            <Icon>Ability_LoremasterI_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Research</StrVal>
                <Value>1</Value>
                <Provides>+1 Research per Season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Loremaster</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Administrator1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Loremaster2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Loremaster2">
            <DisplayName>Loremaster II</DisplayName>
            <Description>+2 Research per Season</Description>
            <Icon>Ability_LoremasterII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Research</StrVal>
                <Value>2</Value>
                <Provides>+2 Research per Season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Loremaster</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Loremaster1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Loremaster3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Loremaster3">
            <DisplayName>Loremaster III</DisplayName>
            <Description>+3 Research per Season</Description>
            <Icon>Ability_LoremasterIII_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Research</StrVal>
                <Value>3</Value>
                <Provides>+3 Research per Season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Loremaster</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Loremaster2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="LuckyEmpireAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="LuckyEmpire">
            <DisplayName>Lucky</DisplayName>
            <Description>All units have +25% to Dodge and +25% to Accuracy</Description>
            <Icon>Ability_Lucky_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_UnitStat_Accuracy</StrVal>
                <Value>25</Value>
                <Provides>All units are +25% to Accuracy</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_UnitStat_Dodge</StrVal>
                <Value>25</Value>
                <Provides>All units are +25% to Dodge</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MasterOfArmsAbility">
        <AbilityBonusOption InternalName="MasterOfArms">
            <DisplayName>Master of Arms</DisplayName>
            <Description>+1 to the Army's Critical Chance</Description>
            <Icon>Ability_Weaponsmith_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_ChanceToCrit</StrVal>
                <Value>1</Value>
                <Provides>+1 to the Army's Critical Chance</Provides>
            </GameModifier>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MasterScoutAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="MasterScout">
            <DisplayName>Master Scouts</DisplayName>
            <Description>No Movement penalty in Forests, Swamps, Hills or Rivers</Description>
            <Icon>Ability_MasterScouts_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>Forest</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty in Forests</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>SwampTerrain</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty in Swamps</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>HillsTerrain</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty on Hills</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>River</StrVal>
                <Value>8</Value>
                <PerTurn>1</PerTurn>
                <Provides>No movement penalty on Rivers</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MasterSmithsAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="MasterSmiths">
            <DisplayName>Master Smiths</DisplayName>
            <Description>Armor and weapons cost half the normal production.  Upgrading units is half the cost.  It also unlocks the Golem Shield, a massive tower shield which is as impenetrable as it is heavy</Description>
            <Icon>Ability_MasterSmiths_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Training_Metal</StrVal>
                <Value>-50</Value>
                <Provides>-50% Metal costs for weapons and armor</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Training_Labor_Equipment</StrVal>
                <Value>-50</Value>
                <Provides>-50% Production cost for weapons and armor</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_UnitUpgrades</StrVal>
                <Value>-50</Value>
                <Provides>-50% Upgrade costs</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MasterworkChainAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="MasterworkChain">
            <DisplayName>Masterwork Chainmail</DisplayName>
            <Description>This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology.  Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail.</Description>
            <Icon>Ability_MasterworkChainmail_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology.  Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail.</Provides>
            </GameModifier>
            <Cost>0</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MaulAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Maul">
            <DisplayName>Maul</DisplayName>
            <Description>Unit continues to attack until it misses, each attack has a cumulative -15% to Accuracy</Description>
            <Icon>Ability_Maul_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MaulChance</StrVal>
                <Value>100</Value>
                <Provides>Unit continues to attack until it misses, each attack has a cumulative -15% to Accuracy</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>60</AdditionalTrainingTurns>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <SupportedUnitModelType>JuggernautMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MedicAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Medic">
            <DisplayName>Healer</DisplayName>
            <Description>+3 to the Army's Health Regeneration per season</Description>
            <Icon>Ability_Medic_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_HealthRegen</StrVal>
                <Value>3</Value>
                <Provides>+3 to the Army's Health Regeneration per season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Merchant1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Merchant1">
            <DisplayName>Merchant</DisplayName>
            <Description>+2 Gildar per Season</Description>
            <Icon>Ability_MerchantI_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Gold</StrVal>
                <Value>2</Value>
                <Provides>+2 Gildar per Season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Merchant</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Administrator1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Merchant2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Merchant2">
            <DisplayName>Merchant II</DisplayName>
            <Description>+3 Gildar per Season</Description>
            <Icon>Ability_MerchantII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Gold</StrVal>
                <Value>3</Value>
                <Provides>+3 Gildar per Season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Merchant</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Merchant1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Merchant3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Merchant3">
            <DisplayName>Merchant III</DisplayName>
            <Description>+4 Gildar per Season</Description>
            <Icon>Ability_MerchantIII_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Gold</StrVal>
                <Value>4</Value>
                <Provides>+4 Gildar per Season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Merchant</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Merchant2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Merchant4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Merchant4">
            <DisplayName>Merchant IV</DisplayName>
            <Description>+5 Gildar per Season</Description>
            <Icon>Ability_MerchantIV_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>ProduceResource</Attribute>
                <StrVal>Gold</StrVal>
                <Value>5</Value>
                <Provides>+5 Gildar per Season</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Merchant</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Merchant3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MightAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Might">
            <DisplayName>Might</DisplayName>
            <Description>+3 Attack</Description>
            <Icon>Ability_Might_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>3</Value>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MonsterousAbility">
        <AbilityBonusOption InternalName="Monsterous">
            <DisplayName>Monstrous</DisplayName>
            <Description>Cannot be knocked Prone, +8 Hit Points per Level</Description>
            <Icon>Ability_Large_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToAvoidProne</StrVal>
                <Value>100</Value>
                <Provides>Cannot be knocked Prone</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>8</Value>
                <PerLevel>1</PerLevel>
                <Provides>+8 Hit Points per Level</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="MuscleAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Muscle">
            <DisplayName>Muscle</DisplayName>
            <Description>+1 to Attack, -1 to Initiative</Description>
            <Icon>Ability_Muscle_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>1</Value>
                <Provides>+1 Attack</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>-1</Value>
                <Provides>-1 Initiative</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>12</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Necromancy1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Necromancy1">
            <DisplayName>Necromancy</DisplayName>
            <Description>Allows the unit to raise skeletons in battle</Description>
            <Icon>Ability_Necromancy_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Allows the unit to cast Raise Skeleton in battle</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>Necromancy</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Empire</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Summon1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Necromancy2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Necromancy2">
            <DisplayName>Greater Necromancy</DisplayName>
            <Description>Allows the unit to raise skeletal hordes in battle</Description>
            <Icon>Ability_GreaterNecromancy_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Allows the unit to cast Raise Skeletal Horde in battle</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>Necromancy</UpgradePathID>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Empire</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Necromancy1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ObsidianGuard1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ObsidianGuard1">
            <DisplayName>Obsidian Guard I</DisplayName>
            <Description>+5 to the Army's Spell Resistance</Description>
            <Icon>Ability_ObsidianGuardI_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>5</Value>
                <Provides>+5 to the Army's Spell Resistance</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>ObsidianGuard</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_Withstand</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ObsidianGuard2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ObsidianGuard2">
            <DisplayName>Obsidian Guard II</DisplayName>
            <Description>+10 to the Army's Spell Resistance</Description>
            <Icon>Ability_ObsidianGuardII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>10</Value>
                <Provides>+10 to the Army's Spell Resistance</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>ObsidianGuard</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ObsidianGuard1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ObsidianGuard3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ObsidianGuard3">
            <DisplayName>Obsidian Guard III</DisplayName>
            <Description>+15 to the Army's Spell Resistance</Description>
            <Icon>Ability_ObsidianGuardIII_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>15</Value>
                <Provides>+15 to the Army's Spell Resistance</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>ObsidianGuard</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ObsidianGuard2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="OverpowerAbility">
        <AbilityBonusOption InternalName="Overpower">
            <DisplayName>Overpower</DisplayName>
            <Description>Unit's attack damage is multiplied by the members of the defending group</Description>
            <Icon>Ability_Overpower_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_OverpowerMultiplier</StrVal>
                <Value>0.5</Value>
                <Provides>Unit's attack damage is multiplied by the members of the defending group</Provides>
            </GameModifier>
            <CombatRating>300</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PackTacticsAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="PackTactics">
            <DisplayName>Pack Tactics</DisplayName>
            <Description>This unit recieves double the normal Swarm bonus</Description>
            <Icon>Ability_PackTactics_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SwarmBonusCounter</StrVal>
                <Value>1</Value>
                <Provides>This unit recieves double the normal Swarm bonus</Provides>
            </GameModifier>
            <CombatRating>20</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Lethal3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ParryAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Parry">
            <DisplayName>Parry</DisplayName>
            <Description>+1 Counterattack with any melee weapon</Description>
            <Icon>Ability_Parry_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MaxCounterAttack</StrVal>
                <Value>1</Value>
                <Provides>+1 Counterattack with any melee weapon</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Swordsman2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PathOfTheAssassinAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Level_Path</AbilityBonusType>
        <AbilityBonusOption InternalName="PathOfTheAssassin">
            <DisplayName>Assassin</DisplayName>
            <Description>Masters of fast attacks that debilitate, ignore defense or kill outright.</Description>
            <Icon>Ability_PathOfTheAssassin_Icon.png</Icon>
            <TraitTreePicture>trait_tree_unit_assassin.png</TraitTreePicture>
            <BackgroundColor>80,106,47</BackgroundColor>
            <HighlightColor>166,213,60</HighlightColor>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks traits that improve critical hits and accuracy</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToCrit</StrVal>
                <Value>10</Value>
                <Provides>+10 Critical Chance</Provides>
            </GameModifier>
            <RequiredLevel>2</RequiredLevel>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PathOfTheDefenderAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Level_Path</AbilityBonusType>
        <AbilityBonusOption InternalName="PathOfTheDefender">
            <DisplayName>Defender</DisplayName>
            <Description>Resilient to attack and an unfaltering wall between their enemies and allies.</Description>
            <Icon>Ability_PathOfTheDefender_Icon.png</Icon>
            <TraitTreePicture>trait_tree_unit_defender.png</TraitTreePicture>
            <BackgroundColor>42,72,105</BackgroundColor>
            <HighlightColor>77,164,231</HighlightColor>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks traits that enable defensive abilities</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>1</Value>
                <PerLevel>1</PerLevel>
                <Provides>+1 Hit Point per Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>1</Value>
                <Provides>Allows the unit to wear Chain Mail armor</Provides>
            </GameModifier>
            <RequiredLevel>2</RequiredLevel>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PathOfTheGovernorAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Level_Path</AbilityBonusType>
        <AbilityBonusOption InternalName="PathOfTheGovernor">
            <DisplayName>Commander</DisplayName>
            <Description>A Commander's strength is in the armies and cities they serve.</Description>
            <Icon>Ability_PathOfTheGovernor_Icon.png</Icon>
            <TraitTreePicture>trait_tree_unit_governor.png</TraitTreePicture>
            <BackgroundColor>137,120,49</BackgroundColor>
            <HighlightColor>190,178,39</HighlightColor>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks traits that improve economy and growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Unrest</Attribute>
                <Value>-15</Value>
                <Provides>-15% to Unrest in the city this unit is in</Provides>
            </GameModifier>
            <RequiredLevel>2</RequiredLevel>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PathOfTheMageAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Level_Path</AbilityBonusType>
        <AbilityBonusOption InternalName="PathOfTheMage">
            <DisplayName>Mage</DisplayName>
            <Description>Others may use spells, but none with the proficiency of a true mage.</Description>
            <Icon>Ability_PathOfTheMage_Icon.png</Icon>
            <TraitTreePicture>trait_tree_unit_mage.png</TraitTreePicture>
            <BackgroundColor>96,75,126</BackgroundColor>
            <HighlightColor>140,78,224</HighlightColor>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks traits that improve spellcasting</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalSpellManaCost_Multiplier</StrVal>
                <Value>-0.25</Value>
                <Provides>-25% mana cost for tactical spells</Provides>
            </GameModifier>
            <RequiredLevel>2</RequiredLevel>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PathOfTheWarriorAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Level_Path</AbilityBonusType>
        <AbilityBonusOption InternalName="PathOfTheWarrior">
            <DisplayName>Warrior</DisplayName>
            <Description>Masters of weapons and the brutal art of battle.</Description>
            <Icon>Ability_PathOfTheWarrior_Icon.png</Icon>
            <TraitTreePicture>trait_tree_unit_warrior.png</TraitTreePicture>
            <BackgroundColor>125,71,24</BackgroundColor>
            <HighlightColor>244,104,20</HighlightColor>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks traits that improve attack</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>3</Value>
                <Provides>+3 Attack</Provides>
            </GameModifier>
            <RequiredLevel>2</RequiredLevel>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Potential1Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Potential1_Level">
            <DisplayName>Potential</DisplayName>
            <Description>+15% Experience</Description>
            <Icon>Ability_Potential_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>15</Value>
                <Provides>+15% Experience</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <UpgradePathID>Potential</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PotentialAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Potential">
            <DisplayName>Potential</DisplayName>
            <Description>+25% Experience</Description>
            <Icon>Ability_PotentialI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>25</Value>
                <Provides>+25% Experience</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <UpgradePathID>Potential</UpgradePathID>
            <Prereq>
                <Type>Race</Type>
                <Attribute>Race_Type_Altarians</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Precision2Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Precision2_Level">
            <DisplayName>Precision II</DisplayName>
            <Description>+10 Accuracy</Description>
            <Icon>Ability_PrecisionII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>10</Value>
                <Provides>+10 Accuracy</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Precision</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Precision_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Precision3Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Precision3_Level">
            <DisplayName>Precision III</DisplayName>
            <Description>+15 Accuracy</Description>
            <Icon>Ability_PrecisionIII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>15</Value>
                <Provides>+15 Accuracy</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Precision</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Precision2_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PrecisionAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Precision">
            <DisplayName>Precision</DisplayName>
            <Description>+10 Accuracy</Description>
            <Icon>Ability_PrecisionI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>10</Value>
                <Provides>+10 Accuracy</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <UpgradePathID>Precision</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PrecisionAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Precision_Level">
            <DisplayName>Precision I</DisplayName>
            <Description>+5 Accuracy</Description>
            <Icon>Ability_PrecisionI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>5</Value>
                <Provides>+5 Accuracy</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Precision</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheAssassin</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Prodigy2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Prodigy2">
            <DisplayName>Prodigy II</DisplayName>
            <Description>+10 Spell Mastery</Description>
            <Icon>Ability_ProdigyII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicPower</StrVal>
                <Value>10</Value>
                <Provides>+10 Spell Mastery</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>Prodigy</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Prodigy</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Prodigy3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Prodigy3">
            <DisplayName>Prodigy III</DisplayName>
            <Description>+10 Spell Mastery</Description>
            <Icon>Ability_ProdigyIII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicPower</StrVal>
                <Value>10</Value>
                <Provides>+10 Spell Mastery</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>Prodigy</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Prodigy2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ProdigyAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Prodigy">
            <DisplayName>Prodigy</DisplayName>
            <Description>+10 Spell Mastery</Description>
            <Icon>Ability_ProdigyI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicPower</StrVal>
                <Value>10</Value>
                <Provides>+10 Spell Mastery</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>Prodigy</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheMage</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="PyromancyAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Pyromancy">
            <DisplayName>Pyromancy</DisplayName>
            <Description>Allows the unit to cast Incinerate City and Soulburning spells</Description>
            <Icon>Ability_Pyromancy_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells.</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Evoker4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Quick2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Quick2">
            <DisplayName>Quick II</DisplayName>
            <Description>+1 Initiative</Description>
            <Icon>Ability_QuickII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>1</Value>
                <Provides>+1 Initiative</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Aggressive</Type>
            <UpgradePathID>Quick</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Quick</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="QuickAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Quick">
            <DisplayName>Quick I</DisplayName>
            <Description>+1 Initiative</Description>
            <Icon>Ability_QuickI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>1</Value>
                <Provides>+1 Initiative</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Aggressive</Type>
            <UpgradePathID>Quick</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="QuickEmpireAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="QuickEmpire">
            <DisplayName>Quick</DisplayName>
            <Description>All units get +10% Initiative</Description>
            <Icon>Ability_Quick_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_UnitStat_CombatSpeed</StrVal>
                <Value>10</Value>
                <Provides>+10% Initiative</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="RageAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Rage">
            <DisplayName>Rage</DisplayName>
            <Description>+8 Attack when under 25% hp</Description>
            <Icon>Ability_Rage_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>8</Value>
                <Provides>+8 Attack when under 25% Hit Points</Provides>
                <WhenUnderPercentHitPoints>25</WhenUnderPercentHitPoints>
            </GameModifier>
            <AdditionalTrainingTurns>10</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="RageAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Rage_Level">
            <DisplayName>Rage</DisplayName>
            <Description>+8 Attack when under 25% hp</Description>
            <Icon>Ability_Rage_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>8</Value>
                <Provides>+8 Attack when under 25% Hit Points</Provides>
                <WhenUnderPercentHitPoints>25</WhenUnderPercentHitPoints>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Reap2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="RainOfArrowsAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="RainOfArrows">
            <DisplayName>Rain of Arrows</DisplayName>
            <Description>Archer only.  Fires arrows at all enemies in a 1 tile radius</Description>
            <Icon>Ability_RainofArrows_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>RainOfArrows</StrVal>
                <Provides>Archer only.  Fires arrows at all enemies in a 1 tile radius</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Precision3_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Reap1Ability">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Reap1">
            <DisplayName>Reap</DisplayName>
            <Description>Unit heals 1 Hit Point whenever he damages an opponent with a melee attack</Description>
            <Icon>Ability_ReapI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeAppliesSpell</Attribute>
                <StrVal>Reap_Effect</StrVal>
                <Provides>Unit heals 1 Hit Point whenever he damages an opponent with a melee attack</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>10</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Reap</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Reap1Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Reap1_Level">
            <DisplayName>Reap</DisplayName>
            <Description>Unit heals 1 Hit Point whenever he damages an opponent with a melee attack</Description>
            <Icon>Ability_ReapI_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeAppliesSpell</Attribute>
                <StrVal>Reap_Effect</StrVal>
                <Provides>Unit heals 1 Hit Point whenever he damages an opponent with a melee attack</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Reap</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PackTactics</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Reap2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Reap2">
            <DisplayName>Reap II</DisplayName>
            <Description>Unit heals 2 Hit Points whenever he damages an opponent with a melee attack</Description>
            <Icon>Ability_ReapII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusReap</StrVal>
                <Value>2</Value>
                <Provides>Increases the amount healed from damaging an opponent from 1 to 3</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Reap</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Reap1_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Reap3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Reap3">
            <DisplayName>Reap III</DisplayName>
            <Description>Unit heals 3 Hit Points whenever he damages an opponent with a melee attack</Description>
            <Icon>Ability_ReapIII_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusReap</StrVal>
                <Value>3</Value>
                <Provides>Increases the amount healed from damaging an opponent from 3 to 6</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Reap</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Reap2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Reckless">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Reckless">
            <DisplayName>Reckless</DisplayName>
            <Description>+25% Attack and -25% Defense</Description>
            <Icon>Ability_Reckless_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <Multiplier>1.25</Multiplier>
                <Provides>+25% Attack</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Multiplier>0.75</Multiplier>
                <Provides>-25% Defense</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_BladeRush</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Regeneration1Ability">
        <AbilityBonusOption InternalName="Regeneration1">
            <DisplayName>Regeneration I</DisplayName>
            <Description>Unit heals 4 points per round</Description>
            <Icon>Ability_RegenerationI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HealthRegen</StrVal>
                <Value>4</Value>
                <Provides>Unit heals 4 points per round</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalHealthRegen</StrVal>
                <Value>4</Value>
            </GameModifier>
            <CombatRating>40</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Regeneration2Ability">
        <AbilityBonusOption InternalName="Regeneration2">
            <DisplayName>Regeneration II</DisplayName>
            <Description>Unit heals 6 points per round</Description>
            <Icon>Ability_RegenerationII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HealthRegen</StrVal>
                <Value>6</Value>
                <Provides>Unit heals 6 points per round</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalHealthRegen</StrVal>
                <Value>6</Value>
            </GameModifier>
            <CombatRating>60</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Regeneration3Ability">
        <AbilityBonusOption InternalName="Regeneration3">
            <DisplayName>Regeneration III</DisplayName>
            <Description>Unit heals 8 points per round</Description>
            <Icon>Ability_RegenerationIII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HealthRegen</StrVal>
                <Value>8</Value>
                <Provides>Unit heals 8 points per round</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_TacticalHealthRegen</StrVal>
                <Value>8</Value>
            </GameModifier>
            <CombatRating>80</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ResistColdAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ResistCold">
            <DisplayName>Cold Resistance</DisplayName>
            <Description>Halves Cold damage</Description>
            <Icon>Ability_ResistCold_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistCold</StrVal>
                <Value>50</Value>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_Withstand</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ResistFireAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ResistFire">
            <DisplayName>Fire Resistance</DisplayName>
            <Description>Halves Fire damage</Description>
            <Icon>Ability_ResistFire_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistFire</StrVal>
                <Value>50</Value>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_Withstand</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Revenge">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Revenge">
            <DisplayName>Revenge</DisplayName>
            <Description>+1 Attack each time this unit is struck in battle</Description>
            <Icon>Ability_Revenge_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeDefenseAppliesSpell</Attribute>
                <StrVal>Revenge_Effect</StrVal>
                <Provides>+1 Attack each time this unit is struck in battle</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Rage_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="RoadBuildingAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="RoadBuilding">
            <DisplayName>Road Building</DisplayName>
            <Description>Allows the unit to build roads</Description>
            <Icon>Ability_PathOfTheGovernor_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockAction</Attribute>
                <StrVal>BuildRoad</StrVal>
                <Provides>Allows the unit to build roads</Provides>
            </GameModifier>
            <Cost>10</Cost>
            <Type>Army</Type>
            <Prereq>
                <Type>Race</Type>
                <Attribute>Race_Type_Mancers</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="RoadBuildingAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="RoadBuilding_Level">
            <DisplayName>Road Building</DisplayName>
            <Description>Allows the unit to build roads</Description>
            <Icon>Ability_PathOfTheGovernor_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockAction</Attribute>
                <StrVal>BuildRoad</StrVal>
                <Provides>Allows the unit to build roads</Provides>
            </GameModifier>
            <Type>Army</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheGovernor</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SavantAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Savant">
            <DisplayName>Savant</DisplayName>
            <Description>-1 to Casting Times</Description>
            <Icon>Ability_Savant_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SpellCastTimeModifier</StrVal>
                <Value>-1</Value>
                <Provides>-1 to Casting Times</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Prodigy3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ScholarsTechAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="ScholarsTech">
            <DisplayName>Scholars</DisplayName>
            <Description>Faction starts with the Knowledge technology, which allows them to build Studies.  They also receive a +10% to research.</Description>
            <Icon>Ability_Educated_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockTech</Attribute>
                <StrVal>Knowledge</StrVal>
                <Provides>Faction starts with the Knowledge technology, which allows them to build Studies.</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Research</StrVal>
                <Value>10</Value>
                <Provides>The faction gets +10% Research</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ScoutAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Scout">
            <DisplayName>Scout</DisplayName>
            <Description>No Movement penalty in Forests, Swamps or Hills and +1 Sight Range</Description>
            <Icon>Ability_Scout_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>Forest</StrVal>
                <Value>8</Value>
                <Provides>No Movement penalty in Forests</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>SwampTerrain</StrVal>
                <Value>8</Value>
                <Provides>No Movement penalty in Swamps</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MovementCostOverRide</Attribute>
                <StrVal>HillsTerrain</StrVal>
                <Value>8</Value>
                <Provides>No Movement penalty on Hills</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Sight</StrVal>
                <Value>1</Value>
                <Provides>+1 Sight Range</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>4</AdditionalTrainingTurns>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ShadowStrike1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ShadowStrike1">
            <DisplayName>Shadow Strike I</DisplayName>
            <Description>Ignores 25% of the victim's Defense</Description>
            <Icon>Ability_ShadowStrikeI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorPierce</StrVal>
                <Value>25</Value>
                <Provides>Ignores 25% of the victim's Defense</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>ShadowStrike</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Precision3_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ShadowStrike2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ShadowStrike2">
            <DisplayName>Shadow Strike II</DisplayName>
            <Description>Ignores 25% of the victim's Defense</Description>
            <Icon>Ability_ShadowStrikeII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorPierce</StrVal>
                <Value>25</Value>
                <Provides>Ignores 25% of the victim's Defense</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>ShadowStrike</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ShadowStrike1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ShadowStrike3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="ShadowStrike3">
            <DisplayName>Shadow Strike III</DisplayName>
            <Description>Ignores 25% of the victim's Defense</Description>
            <Icon>Ability_ShadowStrikeIII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorPierce</StrVal>
                <Value>25</Value>
                <Provides>Ignores 25% of the victim's Defense</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>ShadowStrike</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ShadowStrike2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ShieldwallAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Shieldwall">
            <DisplayName>Shieldwall</DisplayName>
            <Description>+3 Defense to all units in this unit's army</Description>
            <Icon>Ability_Shieldwall_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>3</Value>
                <Provides>+3 to the army's Defense</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Army</Type>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ShieldwallAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Shieldwall_Level">
            <DisplayName>Shieldwall</DisplayName>
            <Description>+3 Defense to all units in this unit's army</Description>
            <Icon>Ability_Shieldwall_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>3</Value>
                <Provides>+3 to the army's Defense</Provides>
            </GameModifier>
            <Type>Army</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spell_HoldTheLine</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SlaveAbility">
        <AbilityBonusOption InternalName="Slave">
            <DisplayName>Slave</DisplayName>
            <Description>-1 Hit Point per Level, -10 Accuracy and -4 Initiative</Description>
            <Icon>Ability_Slave_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>-1</Value>
                <PerLevel>1</PerLevel>
                <Provides>-1 Hit Point per Level</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <Value>-10</Value>
                <Provides>-10 Accuracy</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>-4</Value>
                <Provides>-4 Initiative</Provides>
            </GameModifier>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SlaveLordAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="SlaveLord">
            <DisplayName>Slave Lord</DisplayName>
            <Description>Razing a city transfers half that city's population to your capital.  When men or fallen are defeated in combat they are transferred as population to your nearest city.</Description>
            <Icon>Ability_SlaveLords_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Enslave</StrVal>
                <Value>0.5</Value>
                <Provides>Razing a city transfers half that city's population to your capital.</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_EnslaveDefeated</StrVal>
                <Value>1</Value>
                <Provides>Men or Fallen defeated in combat are transferred to the nearest city as additional population.</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SovereignBondAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SovereignBond">
            <DisplayName>Sovereign Bond</DisplayName>
            <Description>Grants the ability to summon a familiar that can cast all the spells you can</Description>
            <Icon>Ability_SovereignBond_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the Summon Familiar spell</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SovereignBondAbility_Unit">
        <AbilityBonusOption InternalName="SovereignBond_Unit">
            <DisplayName>Sovereign Bond</DisplayName>
            <Description>Allows this unit to cast any spell the sovereign can cast.</Description>
            <Icon>Ability_SovereignBond_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>CanCastSovSpells</Attribute>
                <Provides>Allows this unit to cast any spell the sovereign can cast.</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>CanCastSpells</Attribute>
                <Provides>As the sovereign gains and loses spells they will become available to this unit as well.</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spearman1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spearman1">
            <DisplayName>Expert Spearman</DisplayName>
            <Description>+25% damage when using the Impale ability</Description>
            <Icon>Ability_Spearman1_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusImpale</StrVal>
                <Value>0.25</Value>
                <Provides>+25% damage when using the Impale ability</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Spearman</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Brute_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spearman2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spearman2">
            <DisplayName>Master Spearman</DisplayName>
            <Description>+25% damage when using the Impale ability</Description>
            <Icon>Ability_Spearman2_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusImpale</StrVal>
                <Value>0.5</Value>
                <Provides>+50% damage when using the Impale ability</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Spearman</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Spearman1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ArcaneVeilAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_ArcaneVeil">
            <DisplayName>Arcane Veil</DisplayName>
            <Description>Allows the unit to use the Arcane Veil ability</Description>
            <Icon>Ability_ArcaneVeil_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ObsidianGuard3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ArchingShieldBash">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_ArchingShieldBash">
            <DisplayName>Arching Shield Bash</DisplayName>
            <Description>Allows the unit to use the Arching Shield Bash ability</Description>
            <Icon>Ability_ArchingShieldBash_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>ArchingShieldBash</StrVal>
                <Provides>Strike three adjacent enemies with a Shield Bash, doing damage and knocking them back</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Ironskin_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_BarbsAbility">
        <AbilityBonusOption InternalName="Spell_Barbs">
            <DisplayName>Barbs</DisplayName>
            <Description>Allows the unit to cast Barbs</Description>
            <Icon>T_Barbs_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Barbs</StrVal>
                <Provides>Does 16 damage to the target and the caster.</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_BattleCryAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_BattleCry">
            <DisplayName>Battle Cry</DisplayName>
            <Description>Allows the unit to cast Battle Cry</Description>
            <Icon>Ability_BattleCry_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>BattleCry</StrVal>
                <Provides>All units in your Army get to act immediately.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Tactician3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_BeguileAbility">
        <AbilityBonusOption InternalName="Spell_Beguile">
            <DisplayName>Beguile</DisplayName>
            <Description>Allows the unit to cast Beguile</Description>
            <Icon>T_Beguile_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Beguile</StrVal>
                <Provides>Victim has a 50% chance to swing at a random unit in melee instead of his target, unless they resist.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_BladeRushAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_BladeRush">
            <DisplayName>Blade Rush</DisplayName>
            <Description>Allows the unit to use the Blade Rush ability</Description>
            <Icon>Ability_BladeRush_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>BladeRush</StrVal>
                <Provides>Teleport through enemies in a straight line, dealing damage equal to your attack to any in your way</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PackTactics</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_BlindingLightAbility">
        <AbilityBonusOption InternalName="Spell_BlindingLight">
            <DisplayName>Blinding Light</DisplayName>
            <Description>Allows the unit to cast Blinding Light</Description>
            <Icon>T_BlindingLight_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>BlindingLight</StrVal>
                <Provides>Enemies within 1 tile suffer a -25% to Accuracy for 5 turns, unless they resist</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_BlindnessAbility">
        <AbilityBonusOption InternalName="Spell_Blindness">
            <DisplayName>Blindness</DisplayName>
            <Description>Allows the unit to cast Blindness</Description>
            <Icon>T_Blindness_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Blindness_Ability</StrVal>
                <Provides>Target enemy is stricken blind, resulting in a 25% penalty to Accuracy unless they resist.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_BlizzardAbility">
        <AbilityBonusOption InternalName="Spell_Blizzard">
            <DisplayName>Blizzard</DisplayName>
            <Description>Allows the unit to cast Blizzard</Description>
            <Icon>T_Blizzard_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Blizzard_Ability</StrVal>
                <Provides>Assaults target foes with an ice storm, dealing 6 cold damage to each unit in the area of effect.  Damage is multiplied by the members of the victims unit.</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CallLightningAbility">
        <AbilityBonusOption InternalName="Spell_CallLightning">
            <DisplayName>Call Lightning</DisplayName>
            <Description>Allows the unit to cast Call Lightning</Description>
            <Icon>T_Thunderstrike_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>CallLightning</StrVal>
                <Provides>Creates a lightning storm which does 36 Lightning damage to all enemy units within the area of effect</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CallSlagAbility">
        <AbilityBonusOption InternalName="Spell_CallSlag">
            <DisplayName>Call Slag</DisplayName>
            <Description>Allows the unit to cast Call Slag</Description>
            <Icon>T_CallSlag_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>CallSlag</StrVal>
                <Provides>Summons a Slag or the smaller River Slag</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CallUteranAbility">
        <AbilityBonusOption InternalName="Spell_CallUteran">
            <DisplayName>Call Uteran</DisplayName>
            <Description>Allows the unit to summon Uteran into battle</Description>
            <Icon>T_CallUteran_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>CallUteran</StrVal>
                <Provides>Summons Uteran, a level 4 Cave Bear.</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ChannelLightning">
        <AbilityBonusOption InternalName="Spell_ChannelLightning">
            <DisplayName>Channel Lightning</DisplayName>
            <Description>Allows the unit to cast Channel Lightning</Description>
            <Icon>Ability_ChannelLightning_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>ChannelLightning</StrVal>
                <Provides>An attack that converts your weapon's attack to Lightning</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CloakOfFearAbility">
        <AbilityBonusOption InternalName="Spell_CloakOfFear">
            <DisplayName>Cloak of Fear</DisplayName>
            <Description>Allows the unit to cast Cloak of Fear</Description>
            <Icon>S_CloakOfFear_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>CloakOfFear_Ability</StrVal>
                <Provides>Enemies must make a spell resistance check or they are unable to attack a unit protected by this enchantment.</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CoalStonesAbility">
        <AbilityBonusOption InternalName="Spell_CoalStones">
            <DisplayName>Coal Stones</DisplayName>
            <Description>Allows the unit to cast Coal Stones</Description>
            <Icon>T_CoalStones_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>CoalStones</StrVal>
                <Provides>Lances of fire strike all enemy units for double the caster's level in fire damage.  This damage is halved if the victim resists.</Provides>
            </GameModifier>
            <CombatRating>200</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CommandAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Command">
            <DisplayName>Command</DisplayName>
            <Description>Allows the unit to use the Command ability</Description>
            <Icon>Ability_Command_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Command</StrVal>
                <Provides>Target unit takes its next turn immediately</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Leadership1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ConfusionAbility">
        <AbilityBonusOption InternalName="Spell_Confusion">
            <DisplayName>Confusion</DisplayName>
            <Description>Allows the unit to cast Confusion</Description>
            <Icon>T_Confusion_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Confusion</StrVal>
                <Provides>All enemies have a 50% chance to swing at a random unit in melee instead of their target, unless they resist.</Provides>
            </GameModifier>
            <CombatRating>20</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ConsumeSpiritAbility">
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_ConsumeSpirit">
            <DisplayName>Consume Spirit</DisplayName>
            <Description>Allows the unit to cast Consume Spirit</Description>
            <Icon>T_ConsumeSpirit_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <CombatRating>20</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ContagionAbility">
        <AbilityBonusOption InternalName="Spell_Contagion">
            <DisplayName>Contagion</DisplayName>
            <Description>Allows the unit to cast Contagion</Description>
            <Icon>T_Contagion_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Contagion_Ability</StrVal>
                <Provides>All enemy units take 2 poison damage (+1 per death shard) per turn for 10 turns, unless they resist.</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CounterspellAbility">
        <AbilityBonusOption InternalName="Spell_Counterspell">
            <DisplayName>Counterspell</DisplayName>
            <Description>Allows the unit to cast Counterspell</Description>
            <Icon>T_Counterspell_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Counterspell_Ability</StrVal>
                <Provides>Counter target spell</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CrushingBlowAbility">
        <AbilityBonusOption InternalName="Spell_CrushingBlow">
            <DisplayName>Crushing Blow</DisplayName>
            <Description>Allows the unit to use the Crushing Blow ability</Description>
            <Icon>Ability_CrushingBlow_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>CrushingBlow</StrVal>
                <Provides>Curshing Blow- Double your Attack, but you lose your next action</Provides>
            </GameModifier>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CurseAbility">
        <AbilityBonusOption InternalName="Spell_Curse">
            <DisplayName>Curse</DisplayName>
            <Description>Allows the unit to cast Curse</Description>
            <Icon>T_Curse_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Curse_Ability</StrVal>
                <Provides>Target has no Defense for 3 turns unless they resist</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_CurseOfCyndrumAbility">
        <AbilityBonusOption InternalName="Spell_CurseOfCyndrum">
            <DisplayName>Curse of Cyndrum</DisplayName>
            <Description>Completely heals the unit and does the amount healed as poison damage to all enemies</Description>
            <Icon>Ability_CurseOfCyndrum_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>CurseOfCyndrum</StrVal>
                <Provides>Heals the caster and does damage equal to the amount healed to all enemies</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_DeathWard">
        <AbilityBonusOption InternalName="Spell_DeathWard">
            <DisplayName>Death Ward</DisplayName>
            <Description>Allows the unit to cast Death Ward in battle</Description>
            <Icon>S_DeathWard_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>DeathWard_Tactical</StrVal>
                <Provides>If this unit is killed in battle they are resurrected with half their hit points.  This enchantment lasts for 5 actions or until the unit is resurrected.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_DecimateAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Decimate">
            <DisplayName>Decimate</DisplayName>
            <Description>Allows the unit to use the Decimate ability</Description>
            <Icon>Ability_Decimate_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Decimate</StrVal>
                <Provides>An attack that does +25% damage for each member of the enemy group.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Bruiser2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_DelinsBreathAbility">
        <AbilityBonusOption InternalName="Spell_DelinsBreath">
            <DisplayName>Delin's Breath</DisplayName>
            <Description>Allows the unit to cast Delin's Breath</Description>
            <Icon>T_Fireball_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>DelinsBreath</StrVal>
                <Provides>Delin's Breath summons a fireball that shoots at all enemies.  These fireballs do 18 (+4 per fire shard) fire damage to all units within a 1 tile radius.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_DemonicAllyAbility">
        <AbilityBonusOption InternalName="Spell_DemonicAlly">
            <DisplayName>Demonic Ally</DisplayName>
            <Description>Allows the unit to cast Demonic Ally</Description>
            <Icon>T_DemonicAlly_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>DemonicAlly</StrVal>
                <Provides>Summons a level 5 Assassin Demon</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_DespairAbility">
        <AbilityBonusOption InternalName="Spell_Despair">
            <DisplayName>Despair</DisplayName>
            <Description>Allows the unit to cast Despair</Description>
            <Icon>T_DrainLife_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Despair</StrVal>
                <Provides>Transfers 3 hit points per level from all enemies to the caster.  That damage is halved if the enemy resists</Provides>
            </GameModifier>
            <CombatRating>300</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_EmbersAbility">
        <AbilityBonusOption InternalName="Spell_Embers">
            <DisplayName>Embers</DisplayName>
            <Description>Allows the unit to cast Embers</Description>
            <Icon>T_FlameDart_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Embers</StrVal>
                <Provides>Needles of fire shoot at an enemy for for 4 (+2 per level) damage</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_EviscerateAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Eviscerate">
            <DisplayName>Eviscerate</DisplayName>
            <Description>Allows the unit to use the Eviscerate ability</Description>
            <Icon>Ability_Eviscerate_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Eviscerate</StrVal>
                <Provides>Attack for an automatic critical hit</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>VitalStrike1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_FeedTheFireAbility">
        <AbilityBonusOption InternalName="Spell_FeedTheFire">
            <DisplayName>Feed the Fire</DisplayName>
            <Description>Allows the unit to cast Feed the Fire</Description>
            <Icon>T_FeedTheFire_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>FeedTheFire</StrVal>
                <Provides>+2 Fire Attack.  Feed the Fire is stackable</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_FireballAbility">
        <AbilityBonusOption InternalName="Spell_Fireball">
            <DisplayName>Fireball</DisplayName>
            <Description>Allows the unit to cast Fireball</Description>
            <Icon>T_Fireball_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Fireball_Ability</StrVal>
                <Provides>Fireball does 18 (+4 per fire shard) fire damage to units within a 1 tile radius</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_FirstAidAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_FirstAid">
            <DisplayName>First Aid</DisplayName>
            <Description>Allows the unit to use the First Aid ability</Description>
            <Icon>Ability_FirstAid_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Medic</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_GuardAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Guard">
            <DisplayName>Guard</DisplayName>
            <Description>Allows the unit to use the Guard ability</Description>
            <Icon>Ability_Guard_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Guard</StrVal>
                <Provides>Add your Defense to that of targeted allies and puts the caster in defensive mode.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Defender1_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_GustOfWindAbility">
        <AbilityBonusOption InternalName="Spell_GustOfWind">
            <DisplayName>Gust of Wind</DisplayName>
            <Description>Allows the unit to use the Gust of Wind ability</Description>
            <Icon>T_GustofWind_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>GustOfWind_Ability</StrVal>
                <Provides>A gust of wind blows 3 adjacent enemies next to the caster back a tile and, unless they resist, knocks them prone</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_HealingLightAbility">
        <AbilityBonusOption InternalName="Spell_HealingLight">
            <DisplayName>Healing Light</DisplayName>
            <Description>Allows the unit to cast Healing Light</Description>
            <Icon>T_HealingLight_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>HealingLight</StrVal>
                <Provides>Heals 8 hit points (+2 per level) to all allies within 1 tile</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_HoldTheLineAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_HoldTheLine">
            <DisplayName>Hold the Line</DisplayName>
            <Description>Allows the unit to use the Hold the Line ability</Description>
            <Icon>Ability_HoldTheLine_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>HoldTheLine</StrVal>
                <Provides>All allied units start defending and get +20 Dodge until their next action</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Guardian2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_HorrificWailAbility">
        <AbilityBonusOption InternalName="Spell_HorrificWail">
            <DisplayName>Horrific Wail</DisplayName>
            <Description>Allows the unit to cast Horrific Wail</Description>
            <Icon>T_HorrificWail_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>HorrificWail_Ability</StrVal>
                <Provides>All enemy units take 2 damage per level of the caster unless they resist.</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_HowlAbility">
        <AbilityBonusOption InternalName="Spell_Howl">
            <DisplayName>Howl</DisplayName>
            <Description>Allows the unit to cast Howl</Description>
            <Icon>Ability_Howl_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Howl</StrVal>
                <Provides>All allied units get +1 Attack per Level of the Caster for the rest of the battle</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_HurlBoulderAbility">
        <AbilityBonusOption InternalName="Spell_HurlBoulder">
            <DisplayName>Hurl Boulder</DisplayName>
            <Description>Allows the unit to cast Hurl Boulder</Description>
            <Icon>T_HurlBoulder_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>HurlBoulder_Ability</StrVal>
                <Provides>Launches a boulder for 8 blunt damage (+1 per level)</Provides>
            </GameModifier>
            <CombatRating>20</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ImprisonAbility">
        <AbilityBonusOption InternalName="Spell_Imprison">
            <DisplayName>Imprison</DisplayName>
            <Description>Allows the unit to cast Imprison</Description>
            <Icon>T_Imprison_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Imprison</StrVal>
                <Provides>Target enemy is immobilized for 5 rounds and takes 5 damage per round, unless they resist</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_InfernoAbility">
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Inferno">
            <DisplayName>Inferno</DisplayName>
            <Description>Allows the unit to cast Inferno</Description>
            <Icon>U_Inferno_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Inferno_Ability</StrVal>
                <Provides>Tiles within 1 radius burn for 5 turns, walking through the tile causes 5 Fire damage</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_InnerFireAbility">
        <AbilityBonusOption InternalName="Spell_InnerFire">
            <DisplayName>Inner Fire</DisplayName>
            <Description>Allows the unit to cast Inner Fire</Description>
            <Icon>T_Soulburning_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>InnerFire</StrVal>
                <Provides>A fiery dart strikes for double the caster's level in fire damage.  If the unit is killed a Cindercorpse is raised in their place</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_Invincible">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Invincible">
            <DisplayName>Invincible</DisplayName>
            <Description>Allows the unit to use the Invincible ability</Description>
            <Icon>Ability_Invincible_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Invincible</StrVal>
                <Provides>Caster is immune to physical damage until the next action</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Ironskin_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_LightningFormAbility">
        <AbilityBonusOption InternalName="Spell_LightningForm">
            <DisplayName>Lightning Form</DisplayName>
            <Description>Allows the unit to use the Lightning Form ability</Description>
            <Icon>Ability_LightningForm_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>LightningForm</StrVal>
                <Provides>Teleport through enemies in a straight line, dealing Lightning damage equal to your attack to any in your way</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ObsessionAbility">
        <AbilityBonusOption InternalName="Spell_Obsession">
            <DisplayName>Obsession</DisplayName>
            <Description>Allows the unit to cast Obsession</Description>
            <Icon>S_EnchantedHammers_Icon.png</Icon>
            <GameModifier>
                <Provides>+3 Production per Essence and +1 Gildar in the enchanted city</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_RescueAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Rescue">
            <DisplayName>Rescue</DisplayName>
            <Description>Allows the unit to use the Rescue ability</Description>
            <Icon>Ability_Rescue_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Rescue</StrVal>
                <Provides>Trade places on the battlefield with a friendly unit and then take another action.</Provides>
            </GameModifier>
            <CombatRating>5</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SpellResistance2_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_RushAbility">
        <AbilityBonusOption InternalName="Spell_Rush">
            <DisplayName>Rush</DisplayName>
            <Description>Allows the unit to use the Rush ability</Description>
            <Icon>Ability_Rush_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Rush</StrVal>
                <Provides>Rush- Unit takes an extra action</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ShadowboltAbility">
        <AbilityBonusOption InternalName="Spell_Shadowbolt">
            <DisplayName>Shadowbolt</DisplayName>
            <Description>Allows the unit to cast Shadowbolt</Description>
            <Icon>T_Shadowbolt_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Shadowbolt_Ability</StrVal>
                <Provides>A bolt of night strikes the victim doing 4 (+1 per level) damage and reducing their Spell Resistance by 5</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ShadowShiftAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_ShadowShift">
            <DisplayName>Shadow Shift</DisplayName>
            <Description>Allows the unit to use the Shadow Shift ability</Description>
            <Icon>Ability_ShadowShift_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>ShadowShift</StrVal>
                <Provides>Trades places with an enemy unit and then take another action, unless the enemy resists.</Provides>
            </GameModifier>
            <CombatRating>5</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Fast2_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ShockwaveAbility">
        <AbilityBonusOption InternalName="Spell_Shockwave">
            <DisplayName>Shockwave</DisplayName>
            <Description>Allows the unit to cast Shockwave</Description>
            <Icon>T_Shockwave_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Shockwave_Ability</StrVal>
                <Provides>A minor earthquake damages all enemies within 1 radius of the caster for 10 (+2 per earth shard) in blunt damage.</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ShrinkAbility">
        <AbilityBonusOption InternalName="Spell_Shrink">
            <DisplayName>Shrink</DisplayName>
            <Description>Allows the unit to cast Shrink</Description>
            <Icon>T_Shrink_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Shrink_Ability</StrVal>
                <Provides>Target unit gains +50% to Dodge and their Attack is halved unless they resist</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_SlowAbility">
        <AbilityBonusOption InternalName="Spell_Slow">
            <DisplayName>Slow</DisplayName>
            <Description>Allows the unit to cast Slow</Description>
            <Icon>T_Slow_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Slow_Ability</StrVal>
                <Provides>Target enemy unit suffers -2 to Initiative unless they resist</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_SoulburningAbility">
        <AbilityBonusOption InternalName="Spell_Soulburning">
            <DisplayName>Soulburning</DisplayName>
            <Description>Allows the unit to cast Soulburning</Description>
            <Icon>T_Soulburning_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Soulburning_Ability</StrVal>
                <Provides>Does 12 fire damage (+2 per death and fire shard) to the unit, half if the victim resists</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_SoulSparkAbility">
        <AbilityBonusOption InternalName="Spell_SoulSpark">
            <DisplayName>Soul Spark</DisplayName>
            <Description>Allows the unit to cast Soul Spark</Description>
            <Icon>T_SoulSpark_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>SoulSpark</StrVal>
                <Provides>Does 2 (+1 per level) lightning damage to the victim</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_StaticBlastAbility">
        <AbilityBonusOption InternalName="Spell_StaticBlast">
            <DisplayName>Static Blast</DisplayName>
            <Description>Lightning strikes a random enemy group for 4 Lightning damage (+1 per level)</Description>
            <Icon>Ability_StaticBlast_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>StaticBlast</StrVal>
                <Provides>Lightning strikes a random enemy group for 4 Lightning damage (+1 per level)</Provides>
            </GameModifier>
            <CombatRating>5</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_StinkingMudAbility">
        <AbilityBonusOption InternalName="Spell_StinkingMud">
            <DisplayName>Stinking Mud</DisplayName>
            <Description>Allows the unit to use the Stinking Mud spell</Description>
            <Icon>T_StinkingMud_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>StinkingMud</StrVal>
                <Provides>Changes the terrain within a 1 tile radius to mud.  Units can only move 1 tile per turn through mud.</Provides>
            </GameModifier>
            <CombatRating>5</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_StormAbility">
        <AbilityBonusOption InternalName="Spell_Storm">
            <DisplayName>Storm</DisplayName>
            <Description>Allows the unit to cast Storm</Description>
            <Icon>T_Storm_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Storm_Ability</StrVal>
                <Provides>Lightning strikes a random enemy group for 20 Lightning damage (+4 per air shard)</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_ThunderstrikeAbility">
        <AbilityBonusOption InternalName="Spell_Thunderstrike">
            <DisplayName>Thunderstrike</DisplayName>
            <Description>Allows the unit to cast Thunderstrike</Description>
            <Icon>T_Thunderstrike_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Thunderstrike_Ability</StrVal>
                <Provides>Teleport to a location and do 5 lightning damage (+2 per air shard) to all enemies within 1 radius.</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_TitansBreathAbility">
        <AbilityBonusOption InternalName="Spell_TitansBreath">
            <DisplayName>Titan's Breath</DisplayName>
            <Description>Allows the unit to cast Titan's Breath</Description>
            <Icon>T_TitansBreath_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>TitansBreath_Ability</StrVal>
                <Provides>A gust of wind blows all enemy units back a tile and, unless they resist, knocks them prone.</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_TouchOfEntropyAbility">
        <AbilityBonusOption InternalName="Spell_TouchOfEntropy">
            <DisplayName>Touch of Entropy</DisplayName>
            <Description>Allows the unit to cast Touch of Entropy</Description>
            <Icon>T_TouchOfEntropy_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>TouchOfEntropy_Ability</StrVal>
                <Provides>Does 24 damage (+6 per death shard) to unit.  If that unit is killed a Lurk is summoned in its place.</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_WellspringAbility">
        <AbilityBonusOption InternalName="Spell_Wellspring">
            <DisplayName>Wellspring</DisplayName>
            <Description>Allows the unit to cast Wellspring</Description>
            <Icon>T_Wellspring_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Wellspring_Ability</StrVal>
                <Provides>All members of the targeted army heal 12 hit points (+4 per life shard)</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Spell_WithstandAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="Spell_Withstand">
            <DisplayName>Withstand</DisplayName>
            <Description>Allows the unit to use the Withstand ability</Description>
            <Icon>Ability_Withstand_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Withstand</StrVal>
                <Provides>Caster is immune to Cold, Fire and Lightning damage until their next attack.  This also puts the caster into a defending stance.</Provides>
            </GameModifier>
            <CombatRating>10</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Stun</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpellResistance2Ability_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="SpellResistance2_Level">
            <DisplayName>Spell Resistance II</DisplayName>
            <Description>+30 Spell Resistance</Description>
            <Icon>Ability_SpellResistanceII_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>30</Value>
                <Provides>+30 Spell Resistance</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <UpgradePathID>SpellResistance</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SpellResistance_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpellResistanceAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="SpellResistance">
            <DisplayName>Spell Resistance</DisplayName>
            <Description>+20 Spell Resistance</Description>
            <Icon>Ability_SpellResistanceI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>20</Value>
                <Provides>+20 Spell Resistance</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>6</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <UpgradePathID>SpellResistance</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpellResistanceAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="SpellResistance_Level">
            <DisplayName>Spell Resistance I</DisplayName>
            <Description>+20 Spell Resistance</Description>
            <Icon>Ability_SpellResistanceI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>20</Value>
                <Provides>+20 Spell Resistance</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <UpgradePathID>SpellResistance</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheDefender</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpiritAbility">
        <AbilityBonusOption InternalName="Spirit">
            <DisplayName>Spirit</DisplayName>
            <Description>Half damage from Physical attacks</Description>
            <Icon>Ability_Spirit_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistPierce</StrVal>
                <Value>50</Value>
                <Provides>Half damage from Physical attacks</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpitAcid1Ability">
        <AbilityBonusOption InternalName="SpitAcid1">
            <DisplayName>Spit Acid I</DisplayName>
            <Description>Target enemy takes 1-3 damage a round for 10 rounds</Description>
            <Icon>Ability_SpitAcidI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>SpitAcid1</StrVal>
                <Provides>Target enemy takes 1-3 damage a round for 10 rounds.</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <UpgradePathID>SpitAcid</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpitAcid2Ability">
        <AbilityBonusOption InternalName="SpitAcid2">
            <DisplayName>Spit Acid II</DisplayName>
            <Description>Target enemy takes 2-6 damage a round for 15 rounds</Description>
            <Icon>Ability_SpitAcidII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>SpitAcid2</StrVal>
                <Provides>Target enemy takes 2-6 damage a round for 15 rounds.</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <UpgradePathID>SpitAcid</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpitAcid3Ability">
        <AbilityBonusOption InternalName="SpitAcid3">
            <DisplayName>Spit Acid III</DisplayName>
            <Description>Target enemy takes 4-9 damage a round for 20 rounds</Description>
            <Icon>Ability_SpitAcidIII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>SpitAcid3</StrVal>
                <Provides>Target enemy takes 4-9 damage a round for 20 rounds.</Provides>
            </GameModifier>
            <CombatRating>200</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <UpgradePathID>SpitAcid</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SpitFireAbility">
        <AbilityBonusOption InternalName="SpitFire">
            <DisplayName>Spit Fire</DisplayName>
            <Description>Target unit takes the caster's attack strength in fire damage</Description>
            <Icon>Ability_FireBreath_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>SpitFire</StrVal>
                <Provides>Ranged attack that does the caster's Attack in Fire damage</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="StandFirmAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="StandFirm">
            <DisplayName>Stand Firm</DisplayName>
            <Description>Immune to being knocked prone</Description>
            <Icon>Ability_StandFirm_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToAvoidProne</StrVal>
                <Value>100</Value>
                <Provides>Immune to being knocked prone</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Defensive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheDefender</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="StealthAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Stealth">
            <DisplayName>Stealth</DisplayName>
            <Description>Monsters won't attack this player's units</Description>
            <Icon>Ability_Sneak_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_MonsterAggression</StrVal>
                <Value>-100</Value>
                <Provides>Monsters won't attack this player's units</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="StealthyAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Stealthy">
            <DisplayName>Stealthy</DisplayName>
            <Description>Monsters less likely to attack</Description>
            <Icon>Ability_Stealthy_Icon.png</Icon>
            <GameModifier>
                <Provides>Monsters less likely to attack</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="StrengthAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Strength">
            <DisplayName>Strength</DisplayName>
            <Description>+2 Attack</Description>
            <Icon>Ability_Strength_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>2</Value>
                <Provides>+2 Attack</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="StunAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Stun">
            <DisplayName>Stun</DisplayName>
            <Description>Attack that causes the unit to lose its next attack, unless it resists</Description>
            <Icon>Ability_Stun_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Stun</StrVal>
                <Provides>Attack that causes the unit to lose its next attack, unless it resists</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SpellResistance2_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Summon1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Summon1">
            <DisplayName>Summon I</DisplayName>
            <Description>+1 levels for Summons</Description>
            <Icon>Ability_SummonI_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusSummonLevel</StrVal>
                <Value>1</Value>
                <Provides>+1 level for Summons</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <UpgradePathID>Summon</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheMage</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Summon2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Summon2">
            <DisplayName>Summon II</DisplayName>
            <Description>+2 levels for Summons</Description>
            <Icon>Ability_SummonII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusSummonLevel</StrVal>
                <Value>2</Value>
                <Provides>+2 levels for Summons</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <UpgradePathID>Summon</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonIceElemental</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Summon3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Summon3">
            <DisplayName>Summon III</DisplayName>
            <Description>+2 level for Summons</Description>
            <Icon>Ability_SummonIII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusSummonLevel</StrVal>
                <Value>2</Value>
                <Provides>+2 levels for Summons</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <UpgradePathID>Summon</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonAirElemental</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonAirElementalAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonAirElemental">
            <DisplayName>Summon Air Elemental</DisplayName>
            <Description>Allows the unit to cast the Summon Air Elemental spell</Description>
            <Icon>Ability_SummonAirElemental_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Summon2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonCragSpawnAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonCragSpawn">
            <DisplayName>Summon Crag Spawn</DisplayName>
            <Description>Allows the unit to cast the Summon Crag Spawn spell</Description>
            <Icon>Ability_SummonCragSpawn_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Summon3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonDeathDemonAbility">
        <AbilityBonusOption InternalName="SummonDeathDemon">
            <DisplayName>Summon Death Demon</DisplayName>
            <Description>Summon a level 8 (+1 per death shard) death demon</Description>
            <Icon>Ability_SummonDeathDemon_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>SummonDeathDemon</StrVal>
                <Provides>Summon a level 8 (+1 per death shard) death demon</Provides>
            </GameModifier>
            <CombatRating>200</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonEarthElementalAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonEarthElemental">
            <DisplayName>Summon Earth Elemental</DisplayName>
            <Description>Allows the unit to cast the Summon Earth Elemental spell</Description>
            <Icon>Ability_SummonEarthElemental_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonCragSpawn</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonFireElementalAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonFireElemental">
            <DisplayName>Summon Fire Elemental</DisplayName>
            <Description>Allows the unit to cast the Summon Fire Elemental spell</Description>
            <Icon>Ability_SummonFireElemental_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonIgnys</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonGraveElemental_Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonGraveElemental">
            <DisplayName>Summon Grave Elemental</DisplayName>
            <Description>Unlocks the Summon Grave Elemental spell</Description>
            <Icon>Ability_SummonGraveElemental_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <MinimumLevel>10</MinimumLevel>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonEarthElemental</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonIceElemental_Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonIceElemental">
            <DisplayName>Summon Ice Elemental</DisplayName>
            <Description>Unlocks the Summon Ice Elemental spell</Description>
            <Icon>Ability_SummonIceElemental_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Summon1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonIgnys_Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonIgnys">
            <DisplayName>Summon Ignys</DisplayName>
            <Description>Unlocks the Summon Ignys spell</Description>
            <Icon>Ability_SummonIgnys_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Summon3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonLightbringerAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonLightbringer">
            <DisplayName>Summon Lightbringer</DisplayName>
            <Description>Allows the unit to cast the Summon Lightbringer spell</Description>
            <Icon>Ability_SummonLightbringer_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonWisp</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonMasteryAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonMastery">
            <DisplayName>Summon Mastery</DisplayName>
            <Description>Summon Delin, the Pyre of Man into battle for 3 actions</Description>
            <Icon>Ability_SummonMastery_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <MinimumLevel>15</MinimumLevel>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>SummonFireElemental</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonSentinelAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonSentinel">
            <DisplayName>Summon Sentinel</DisplayName>
            <Description>Allows the unit to cast the Summon Sentinel spell</Description>
            <Icon>Ability_SummonSentinel_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>ObsidianGuard1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SummonWispAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="SummonWisp">
            <DisplayName>Summon Wisp</DisplayName>
            <Description>Allows the unit to cast the Summon Wisp spell</Description>
            <Icon>Ability_SummonWisp_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <Prereq>
                <Type>Allegiance</Type>
                <Attribute>Kingdom</Attribute>
            </Prereq>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Summon1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SweepAbility">
        <AbilityBonusOption InternalName="Sweep">
            <DisplayName>Sweep</DisplayName>
            <Description>Unit can use the Sweep ability, allowing the unit to attack all surrounding enemies</Description>
            <Icon>Ability_Sweep_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Sweep</StrVal>
                <Provides>Attack all enemies within a 1 tile radius</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SweepAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Sweep_Level">
            <DisplayName>Sweep</DisplayName>
            <Description>Unit can use the Sweep ability, allowing the unit to attack all surrounding enemies</Description>
            <Icon>Ability_Sweep_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>2</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>Sweep</StrVal>
                <Provides>Attack all enemies within a 1 tile radius</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Axeman2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Swordsman2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Swordsman2">
            <DisplayName>Master Swordsman</DisplayName>
            <Description>+50% to Counterattack damage</Description>
            <Icon>Ability_SwordsmanII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CounterattackMultiplier</StrVal>
                <Value>0.5</Value>
                <Provides>+50% to Counterattack damage</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Swordsman</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Swordsman</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="SwordsmanAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Swordsman">
            <DisplayName>Expert Swordsman</DisplayName>
            <Description>+25% to Counterattack damage</Description>
            <Icon>Ability_SwordsmanI_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CounterattackMultiplier</StrVal>
                <Value>0.25</Value>
                <Provides>+25% to Counterattack damage</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>Swordsman</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Lethal1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Tactician2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Tactician2">
            <DisplayName>Tactician II</DisplayName>
            <Description>+1 to the Army's Initiative</Description>
            <Icon>Ability_TacticianII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>1</Value>
                <Provides>+1 to the Army's Initiative</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Tactician</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Tactician</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Tactician3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Tactician3">
            <DisplayName>Tactician III</DisplayName>
            <Description>+1 to the Army's Initiative</Description>
            <Icon>Ability_TacticianIII_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>1</Value>
                <Provides>+1 to the Army's Initiative</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Tactician</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Tactician2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TacticianAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Tactician">
            <DisplayName>Tactician</DisplayName>
            <Description>+1 to the Army's Initiative</Description>
            <Icon>Ability_TacticianI_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>1</Value>
                <Provides>+1 to the Army's Initiative</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <UpgradePathID>Tactician</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Leadership4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TangledWebAbility">
        <AbilityBonusOption InternalName="TangledWeb">
            <DisplayName>Tangled Web</DisplayName>
            <Description>Unlocks the Tangled Web ability.</Description>
            <Icon>Ability_TangledWeb_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>TangledWeb</StrVal>
                <Provides>Target enemy is immobilized for 3 rounds unless they resist.</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TemperedSteelAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="TemperedSteel">
            <DisplayName>Tempered Steel</DisplayName>
            <Description>+10 Defense</Description>
            <Icon>Ability_TemperedSteel_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>10</Value>
                <Provides>+10 to Defense</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <SupportedUnitModelType>IronGolem</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TheDecalonAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="TheDecalon">
            <DisplayName>The Decalon</DisplayName>
            <Description>Unlocks Tomes which allow the reader to learn Air, Earth, Fire and Water magic, and the Arcane Monolith spell, which allows the player to place outposts with a spell</Description>
            <Icon>Ability_Enchanters_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks Tomes which allow the reader to learn Air, Earth, Fire and Water magic</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockSpell</Attribute>
                <StrVal>ArcaneMonolith</StrVal>
                <Provides>Unlocks Arcane Monolith, a spell which places an outpost</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TinkerAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Tinker">
            <DisplayName>Tinker</DisplayName>
            <Description>This unit can equip an additional accessory</Description>
            <Icon>Ability_Tinker_Icon.png</Icon>
            <PerkTreePosX>0</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MaxAccessoryBonus</StrVal>
                <Value>1</Value>
                <Provides>This unit can equip an additional accessory</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ToughAbility">
        <AbilityBonusOption InternalName="Tough">
            <DisplayName>Tough</DisplayName>
            <Description>+3 Hit Points per Level</Description>
            <Icon>Ability_Tough_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>3</Value>
                <PerLevel>1</PerLevel>
                <Provides>+3 Hit Points per Level</Provides>
            </GameModifier>
            <Type>Defensive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ToughEmpireAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="ToughEmpire">
            <DisplayName>Tough</DisplayName>
            <Description>All units get +10% Hit Points</Description>
            <Icon>Ability_FactionTough_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_UnitStat_HitPoints</StrVal>
                <Value>10</Value>
                <Provides>All units get +10% Hit Points</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trainer1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Trainer1">
            <DisplayName>Trainer I</DisplayName>
            <Description>+10% to the army's experience</Description>
            <Icon>Ability_TrainerI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>10</Value>
                <Provides>+10% to the Army's Experience</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Trainer</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Leadership3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trainer2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Trainer2">
            <DisplayName>Trainer II</DisplayName>
            <Description>+10% to the army's experience</Description>
            <Icon>Ability_TrainerII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>10</Value>
                <Provides>+10% to the Army's Experience</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Trainer</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Trainer1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trainer3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Trainer3">
            <DisplayName>Trainer III</DisplayName>
            <Description>+10% to the army's experience</Description>
            <Icon>Ability_TrainerIII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>10</Value>
                <Provides>+10% to the Army's Experience</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Trainer</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Trainer2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trainer4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Trainer4">
            <DisplayName>Trainer IV</DisplayName>
            <Description>+10% to the army's experience</Description>
            <Icon>Ability_TrainerIV_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>10</Value>
                <Provides>+10% to the Army's Experience</Provides>
            </GameModifier>
            <Type>Army</Type>
            <UpgradePathID>Trainer</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Trainer3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TrainGolemsAbility">
        <AbilityBonusOption InternalName="TrainGolems">
            <DisplayName>Train Golems</DisplayName>
            <Description>This faction can train Iron Golems with the Blacksmithing technology.  Iron Golems are powerful defenders and able to withstand inhuman amounts of damage before being destroyed.</Description>
            <Icon>Ability_TrainIronGolem_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction can train Iron Golems with the Blacksmithing technology.  Iron Golems are powerful defenders and able to withstand inhuman amounts of damage before being destroyed.</Provides>
            </GameModifier>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TrainHenchmenAbility">
        <AbilityBonusOption InternalName="TrainHenchmen">
            <DisplayName>Train Henchmen</DisplayName>
            <Description>This faction can train Henchmen with the Heroes technology.  Henchmen level and can use equipment like champions.</Description>
            <Icon>Ability_TrainHenchmen_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction can train Henchmen with the Heroes technology.  Henchmen level and can use equipment like champions.</Provides>
            </GameModifier>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TrainJuggernautsAbility">
        <AbilityBonusOption InternalName="TrainJuggernauts">
            <DisplayName>Train Juggernauts</DisplayName>
            <Description>This faction can train Juggernauts with the Juggernaut technology.  Juggernauts are powerful attackers and inflict splash damage on surrounding allies and enemies.</Description>
            <Icon>Ability_TrainJuggernaut_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction can train Juggernauts with the Juggernaut technology.  Juggernauts are powerful attackers and inflict splash damage on surrounding allies and enemies.</Provides>
            </GameModifier>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TrainSlavesAbility">
        <AbilityBonusOption InternalName="TrainSlaves">
            <DisplayName>Train Slaves</DisplayName>
            <Description>This faction can train Slaves.  Slaves don't cost wages and cost less labor to produce but are weaker than normal units.</Description>
            <Icon>Ability_TrainSlaves_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction can train Slaves.  Slaves don't cost wages and cost less labor to produce but are weaker than normal units.</Provides>
            </GameModifier>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trigger_FearAbility">
        <AbilityBonusOption InternalName="Trigger_Fear">
            <DisplayName>Fear</DisplayName>
            <Description>Fear is triggered when combat begins</Description>
            <Icon>Ability_Fear_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>BattleAutoCastSpell</Attribute>
                <StrVal>Fear_Ability</StrVal>
                <Value>100</Value>
                <Provides>Fear is triggered when combat begins</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trigger_MassCurseAbility">
        <AbilityBonusOption InternalName="Trigger_MassCurse">
            <DisplayName>Mass Curse</DisplayName>
            <Description>Mass Curse is triggered when combat begins</Description>
            <Icon>Ability_GreaterCurse_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>BattleAutoCastSpell</Attribute>
                <StrVal>MassCurse</StrVal>
                <Value>100</Value>
                <Provides>Mass Curse is triggered when combat begins</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trigger_TitansBreathAbility">
        <AbilityBonusOption InternalName="Trigger_TitansBreath">
            <DisplayName>Titan's Breath</DisplayName>
            <Description>Titan's Breath is triggered when combat begins</Description>
            <Icon>Ability_TitansBreath.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>BattleAutoCastSpell</Attribute>
                <StrVal>TitansBreath</StrVal>
                <Value>100</Value>
                <Provides>Titan's Breath is triggered when combat begins</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <Type>Ability</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trophy_AbeixAbility">
        <AbilityBonusType>City_Trophy</AbilityBonusType>
        <AbilityBonusOption InternalName="Trophy_Abeix">
            <DisplayName>Eye of Abeix</DisplayName>
            <Description>Carved from the carapace of the elemental, the pupil inside this giant yellow orb still moves and looks around. (+50% Growth, +5 Initiative for defending units)</Description>
            <Icon>Trophy_EyeOfAbeix.png</Icon>
            <GameModifier>
                <ModType>ResourceMultiplier</ModType>
                <Attribute>Prestige</Attribute>
                <Value>1.5</Value>
                <Provides>+50% Growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>AdjustDefendingUnit</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>5</Value>
                <Provides>+5 Attack for Defending Units</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trophy_AmhahAbility">
        <AbilityBonusType>City_Trophy</AbilityBonusType>
        <AbilityBonusOption InternalName="Trophy_Amhah">
            <DisplayName>Head of Amhah</DisplayName>
            <Description>This head is a gruesome reminder of the cost of attempting to appease the titans. (+50% Growth, -50% Unrest)</Description>
            <Icon>Trophy_AmhahHead.png</Icon>
            <GameModifier>
                <ModType>ResourceMultiplier</ModType>
                <Attribute>Prestige</Attribute>
                <Value>1.5</Value>
                <Provides>+50% Growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Unrest</Attribute>
                <Value>-50</Value>
                <Provides>-50% to Unrest</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trophy_DelinAbility">
        <AbilityBonusType>City_Trophy</AbilityBonusType>
        <AbilityBonusOption InternalName="Trophy_Delin">
            <DisplayName>Heart of Delin</DisplayName>
            <Description>This fissured black stone still glows with the fire of the elemental lord it used to be a part of. (+50% Growth, Defending units are immune to Fire, Units trained here get Fire Resistance)</Description>
            <Icon>Trophy_DelinsHeart.png</Icon>
            <GameModifier>
                <ModType>ResourceMultiplier</ModType>
                <Attribute>Prestige</Attribute>
                <Value>1.5</Value>
                <Provides>+50% Growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>AdjustDefendingUnit</Attribute>
                <StrVal>UnitStat_ResistFire</StrVal>
                <Value>100</Value>
                <Provides>Defending units are Immune to Fire</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>CityTrainingBonus</ModType>
                <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
                <StrVal>ResistFire</StrVal>
                <Provides>Units trained here gain the Fire Resistance trait</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trophy_MorianAbility">
        <AbilityBonusType>City_Trophy</AbilityBonusType>
        <AbilityBonusOption InternalName="Trophy_Morian">
            <DisplayName>Heart of Morian</DisplayName>
            <Description>The heart of Morian, Ruin of Summer.  Deep within his corrupted shell was a heart that still remembered verdant forests and unscarred lands.  (+50% growth, +50% hit points for units trained in this city)</Description>
            <Icon>Trophy_MoriansHeart.png</Icon>
            <GameModifier>
                <ModType>ResourceMultiplier</ModType>
                <Attribute>Prestige</Attribute>
                <Value>1.5</Value>
                <Provides>+50% Growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
                <StrVal>Constitution</StrVal>
                <Multiplier>1.5</Multiplier>
                <Provides>Units trained here gain the Constitution trait</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trophy_SarogAbility">
        <AbilityBonusType>City_Trophy</AbilityBonusType>
        <AbilityBonusOption InternalName="Trophy_Sarog">
            <DisplayName>Horn of Sarog</DisplayName>
            <Description>Broken off of the fallen dragon, this horn is proof of the power of the civilization that holds it. (+50% growth, +1 Fame per season)</Description>
            <Icon>Trophy_SarogsHorn.png</Icon>
            <GameModifier>
                <ModType>ResourceMultiplier</ModType>
                <Attribute>Prestige</Attribute>
                <Value>1.5</Value>
                <Provides>+50% Growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Fame</Attribute>
                <Value>1</Value>
                <PerTurn>1</PerTurn>
                <Provides>+1 Fame per Season</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trophy_ToraxAbility">
        <AbilityBonusType>City_Trophy</AbilityBonusType>
        <AbilityBonusOption InternalName="Trophy_Torax">
            <DisplayName>Head of Torax</DisplayName>
            <Description>The wind howls continually through the mouth of the dismembered head of this elemental lord. (+50% Growth, +3 Attack and Defense for defending units)</Description>
            <Icon>Trophy_ToraxsHead.png</Icon>
            <GameModifier>
                <ModType>ResourceMultiplier</ModType>
                <Attribute>Prestige</Attribute>
                <Value>1.5</Value>
                <Provides>+50% Growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>AdjustDefendingUnit</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>3</Value>
                <Provides>+3 Attack for Defending Units</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>AdjustDefendingUnit</Attribute>
                <StrVal>UnitStat_Defense_Pierce</StrVal>
                <Value>3</Value>
                <Provides>+3 Defense for Defending Units</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Trophy_VetrarAbility">
        <AbilityBonusType>City_Trophy</AbilityBonusType>
        <AbilityBonusOption InternalName="Trophy_Vetrar">
            <DisplayName>Fist of Vetrar</DisplayName>
            <Description>Shattered off of the elemental lord, this icy fist is still as cold as the arctic and as hard as granite. (+50% Growth, Defending units are immune to Cold, trained units start with the Cold Resistance trait)</Description>
            <Icon>Trophy_VetrarsFist.png</Icon>
            <GameModifier>
                <ModType>ResourceMultiplier</ModType>
                <Attribute>Prestige</Attribute>
                <Value>1.5</Value>
                <Provides>+50% Growth</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>AdjustDefendingUnit</Attribute>
                <StrVal>UnitStat_ResistCold</StrVal>
                <Value>100</Value>
                <Provides>Defending units are Immune to Cold</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>CityTrainingBonus</ModType>
                <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
                <StrVal>ResistCold</StrVal>
                <Provides>Units trained here gain the Cold Resistance trait</Provides>
            </GameModifier>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="TrueStrikeAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="TrueStrike">
            <DisplayName>True Strike</DisplayName>
            <Description>Allows the unit to use the True Strike ability, which never misses and does 75% of the units normal damage</Description>
            <Icon>Ability_TrueStrike_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>4</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>UnlockCombatAbility</Attribute>
                <StrVal>TrueStrike</StrVal>
                <Provides>Attack which never misses and does 75% of the units normal damage</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Ability</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>GamblersStrike</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="UncontrolledRageAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="UncontrolledRage">
            <DisplayName>Uncontrolled Rage</DisplayName>
            <Description>+50% Splash damage</Description>
            <Icon>Ability_UncontrolledRage_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SplashDamage</StrVal>
                <Value>0.5</Value>
                <Provides>+50% Splash damage</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>30</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <SupportedUnitModelType>JuggernautMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="UncontrolledRageAbility_Level">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="UncontrolledRage_Level">
            <DisplayName>Uncontrolled Rage</DisplayName>
            <Description>+50% Splash damage</Description>
            <Icon>Ability_UncontrolledRage_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SplashDamage</StrVal>
                <Value>0.5</Value>
                <Provides>+50% Splash damage</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>30</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Rage_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="UnderdogAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Underdog">
            <DisplayName>Underdog</DisplayName>
            <Description>+3 Attack vs higher level units</Description>
            <Icon>Ability_Underdog_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <StrVal2>UnitStat_Level</StrVal2>
                <Value>3</Value>
                <Provides>+3 Attack vs higher level units</Provides>
                <vsHigher>1</vsHigher>
            </GameModifier>
            <AdditionalTrainingTurns>10</AdditionalTrainingTurns>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="UndyingCurseAbility">
        <AbilityBonusOption InternalName="UndyingCurse">
            <DisplayName>Undying Curse</DisplayName>
            <Description>When this unit kills a victim it adds another member to its group, to a maximum of 5 units</Description>
            <Icon>Ability_UndyingCurse_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MaxTroopsFromKills</StrVal>
                <Value>5</Value>
                <Provides>When this unit kills a victim it adds another member to its group, to a maximum of 5 units</Provides>
            </GameModifier>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Venomous1Ability">
        <AbilityBonusOption InternalName="Venomous1">
            <DisplayName>Venomous I</DisplayName>
            <Description>Melee attacks also do 1-3 Poison damage per round to the victim</Description>
            <Icon>Ability_PoisonousI_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeAppliesSpell</Attribute>
                <StrVal>Poisoned1</StrVal>
                <Provides>Melee attacks also do 2 Poison damage per round to the victim</Provides>
            </GameModifier>
            <CombatRating>25</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Venomous</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Venomous2Ability">
        <AbilityBonusOption InternalName="Venomous2">
            <DisplayName>Venomous II</DisplayName>
            <Description>Melee attacks also do 2-6 Poison damage per round to the victim</Description>
            <Icon>Ability_PoisonousII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeAppliesSpell</Attribute>
                <StrVal>Poisoned2</StrVal>
                <Provides>Melee attacks also do 4 Poison damage per round to the victim</Provides>
            </GameModifier>
            <CombatRating>50</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Venomous</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Venomous3Ability">
        <AbilityBonusOption InternalName="Venomous3">
            <DisplayName>Venomous III</DisplayName>
            <Description>Melee attacks also do 4-12 Poison damage per round to the victim</Description>
            <Icon>Ability_PoisonousIII_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeAppliesSpell</Attribute>
                <StrVal>Poisoned3</StrVal>
                <Provides>Melee attacks also do 8 Poison damage per round to the victim</Provides>
            </GameModifier>
            <CombatRating>100</CombatRating>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <UpgradePathID>Venomous</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VeteranAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Veteran">
            <DisplayName>Veteran</DisplayName>
            <Description>+1 Level</Description>
            <Icon>Ability_Veteran_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>FreeLevel</Attribute>
                <Provides>+1 Level</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>18</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VeteranSovereignAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="VeteranSovereign">
            <DisplayName>Veteran</DisplayName>
            <Description>+1 Level</Description>
            <Icon>Ability_Veteran_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>FreeLevel</Attribute>
                <Provides>Unit starts at 2nd level</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VitalStrike1Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="VitalStrike1">
            <DisplayName>Vital Strike I</DisplayName>
            <Description>+5 to Critical Hit, +10% to Critical Hit Damage</Description>
            <Icon>Ability_VitalStrikeI_Icon.png</Icon>
            <PerkTreePosX>1</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToCrit</StrVal>
                <Value>5</Value>
                <Provides>+5 To Critical Hit chance</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CritDamageMultiplier</StrVal>
                <Value>0.1</Value>
                <Provides>+10% to Critical Hit damage</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>VitalStrike</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Precision_Level</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VitalStrike2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="VitalStrike2">
            <DisplayName>Vital Strike II</DisplayName>
            <Description>+5 to Critical Hit, +20% to Critical Hit Damage</Description>
            <Icon>Ability_VitalStrikeII_Icon.png</Icon>
            <PerkTreePosX>2</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToCrit</StrVal>
                <Value>5</Value>
                <Provides>+5 To Critical Hit chance</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CritDamageMultiplier</StrVal>
                <Value>0.2</Value>
                <Provides>+20% to Critical Hit damage</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>VitalStrike</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>VitalStrike1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VitalStrike3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="VitalStrike3">
            <DisplayName>Vital Strike III</DisplayName>
            <Description>+5 to Critical Hit, +30% to Critical Hit Damage</Description>
            <Icon>Ability_VitalStrikeIII_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToCrit</StrVal>
                <Value>5</Value>
                <Provides>+5 To Critical Hit chance</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CritDamageMultiplier</StrVal>
                <Value>0.3</Value>
                <Provides>+30% to Critical Hit damage</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>VitalStrike</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>VitalStrike2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VitalStrike4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="VitalStrike4">
            <DisplayName>Vital Strike IV</DisplayName>
            <Description>+4 to Critical Hit, +40% to Critical Hit Damage</Description>
            <Icon>Ability_VitalStrikeIV_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ChanceToCrit</StrVal>
                <Value>4</Value>
                <Provides>+4 To Critical Hit chance</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CritDamageMultiplier</StrVal>
                <Value>0.4</Value>
                <Provides>+40% to Critical Hit damage</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <UpgradePathID>VitalStrike</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>VitalStrike3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VolcanicRitesAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="VolcanicRites">
            <DisplayName>Volcanic Rites</DisplayName>
            <Description>+20% Spell Damage with Fire spells</Description>
            <Icon>Ability_VolcanicRites_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>0</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SpellDamage_Fire</StrVal>
                <Value>0.2</Value>
                <Provides>+20% Spell Damage with Fire spells</Provides>
            </GameModifier>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Pyromancy</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VulnerableToColdAbility">
        <AbilityBonusOption InternalName="VulnerableToCold">
            <DisplayName>Vulnerable to Cold</DisplayName>
            <Description>Suffers double damage from Cold</Description>
            <Icon>Ability_VulnerableToCold_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistCold</StrVal>
                <Value>-50</Value>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VulnerableToFireAbility">
        <AbilityBonusOption InternalName="VulnerableToFire">
            <DisplayName>Vulnerable to Fire</DisplayName>
            <Description>Suffers double damage from Fire</Description>
            <Icon>Ability_VulnerableToFire_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistFire</StrVal>
                <Value>-50</Value>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="VulnerableToLightningAbility">
        <AbilityBonusOption InternalName="VulnerableToLightning">
            <DisplayName>Vulnerable to Lightning</DisplayName>
            <Description>Suffers double damage from Lightning</Description>
            <Icon>Ability_VulnerableToLightning_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ResistLightning</StrVal>
                <Value>-50</Value>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WanderlustAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="Wanderlust">
            <DisplayName>Wanderlust</DisplayName>
            <Description>Unlocks Quest Maps, Athican Leather Armor, the Fending Blade and the Athican Longsword.</Description>
            <Icon>Ability_Wanderlust_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks Quest Maps, Athican Leather Armor, the Fending Blade and the Athican Longsword.</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WarriorCasteAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="WarriorCaste">
            <DisplayName>Warrior Caste</DisplayName>
            <Description>Trained Units start off at 2nd Level</Description>
            <Icon>Ability_WarriorCaste_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_TrainedUnitBonusLevels</StrVal>
                <Value>1</Value>
                <Provides>+1 Level for Trained Units</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WarriorsTechAbility">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="WarriorsTech">
            <DisplayName>Warriors</DisplayName>
            <Description>Faction starts with the Training technology, allowing them to construct Barracks</Description>
            <Icon>Ability_Warriors_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>UnlockTech</Attribute>
                <StrVal>Training</StrVal>
                <Provides>Faction starts with the Training technology, allowing them to construct Barracks</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Water1Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Water</SpellbookType>
        <AbilityBonusOption InternalName="Water1">
            <DisplayName>Water Apprentice</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterApprentice_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>2</Cost>
            <SpellbookRank>1</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Water</UpgradePathID>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Water2Ability">
        <AbilityBonusType>Champion_Spellbook</AbilityBonusType>
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Water</SpellbookType>
        <AbilityBonusOption InternalName="Water2">
            <DisplayName>Water Disciple</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterDisciple_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <SpellbookRank>2</SpellbookRank>
            <Type>Spell</Type>
            <UpgradePathID>Water</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Water1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Water3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Water</SpellbookType>
        <AbilityBonusOption InternalName="Water3">
            <DisplayName>Water Mage</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterMage_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>5</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Water</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Water2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Water4Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Water</SpellbookType>
        <AbilityBonusOption InternalName="Water4">
            <DisplayName>Water Master</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterExpert_Icon.png</Icon>
            <PerkTreePosX>6</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>7</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Water</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Water3</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Water5Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
            <SpellbookType>Water</SpellbookType>
        <AbilityBonusOption InternalName="Water5">
            <DisplayName>Water Archmage</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterMaster_Icon.png</Icon>
            <PerkTreePosX>7</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spells</Provides>
            </GameModifier>
            <MinimumLevel>9</MinimumLevel>
            <Type>Spell</Type>
            <UpgradePathID>Water</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Water4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WaterAdept1Ability">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="WaterAdept1">
            <DisplayName>Water Adept</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterAdeptI_Icon.png</Icon>
            <PerkTreePosX>3</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
            <Type>Spell</Type>
            <UpgradePathID>WaterAdept</UpgradePathID>
            <SupportedUnitModelType>HenchmanMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WaterAdept2Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="WaterAdept2">
            <DisplayName>Water Adept II</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterAdeptII_Icon.png</Icon>
            <PerkTreePosX>4</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>WaterAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>WaterAdept1</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WaterAdept3Ability">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusType>Unit_Spell_Rank</AbilityBonusType>
        <AbilityBonusOption InternalName="WaterAdept3">
            <DisplayName>Water Adept III</DisplayName>
            <Description>Water mages access a variety of spells, but don't specialize in any one type</Description>
            <Icon>Ability_WaterAdeptIII_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>3</PerkTreePosY>
            <GameModifier>
                <ModType>Unit</ModType>
                <Provides>Unlocks the following spell</Provides>
            </GameModifier>
            <Type>Spell</Type>
            <UpgradePathID>WaterAdept</UpgradePathID>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>WaterAdept2</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WealthAbility">
        <AbilityBonusType>Unit_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="Wealth">
            <DisplayName>Wealth</DisplayName>
            <Description>+500 Gildar</Description>
            <Icon>Ability_Wealthy_Icon.png</Icon>
            <PerkTreePosX>5</PerkTreePosX>
            <PerkTreePosY>1</PerkTreePosY>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Gold</Attribute>
                <Value>500</Value>
                <Provides>+500 Gildar</Provides>
            </GameModifier>
            <Type>Army</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>Merchant4</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="WealthyAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Wealthy">
            <DisplayName>Wealthy</DisplayName>
            <Description>Sovereign starts with an additional 500 Gildar</Description>
            <Icon>Ability_Wealthy_Icon.png</Icon>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Gold</Attribute>
                <Value>500</Value>
                <Provides>+500 Starting Gildar</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ZealotAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="Zealot">
            <DisplayName>Zealotry</DisplayName>
            <Description>+3 Initiative and -1 Hit Point per Level</Description>
            <Icon>Ability_Zealotry_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_CombatSpeed</StrVal>
                <Value>3</Value>
                <Provides>+3 Initiative</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Value>-1</Value>
                <PerLevel>1</PerLevel>
            </GameModifier>
            <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
            <Type>Aggressive</Type>
            <Prereq>
                <Type>Race</Type>
                <Attribute>Race_Type_Wraiths</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="ArmorProficiencyAbility">
        <AbilityBonusType>Unit_Design</AbilityBonusType>
        <AbilityBonusOption InternalName="ArmorProficiency1">
            <DisplayName>Chain Mail Proficiency</DisplayName>
            <Description>Allows the unit to wear Chain Mail armor</Description>
            <Icon>Ability_ChainMailProficiency_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>1</Value>
                <Provides>Allows the unit to wear Chain Mail armor</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>5</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <UpgradePathID>ArmorProficiency</UpgradePathID>
            <SupportedUnitModelType>AmarianFemale</SupportedUnitModelType>
            <SupportedUnitModelType>AmarianMale</SupportedUnitModelType>
            <SupportedUnitModelType>EmpireFemale</SupportedUnitModelType>
            <SupportedUnitModelType>EmpireMale</SupportedUnitModelType>
            <SupportedUnitModelType>FallenFemale</SupportedUnitModelType>
            <SupportedUnitModelType>FallenMale</SupportedUnitModelType>
            <SupportedUnitModelType>IroneerFemale</SupportedUnitModelType>
            <SupportedUnitModelType>IroneerMale</SupportedUnitModelType>
            <SupportedUnitModelType>KingdomFemale</SupportedUnitModelType>
            <SupportedUnitModelType>KingdomMale</SupportedUnitModelType>
            <SupportedUnitModelType>MancerFemale</SupportedUnitModelType>
            <SupportedUnitModelType>MancerMale</SupportedUnitModelType>
            <SupportedUnitModelType>QuendarFemale</SupportedUnitModelType>
            <SupportedUnitModelType>QuendarMale</SupportedUnitModelType>
            <SupportedUnitModelType>SlaveMale</SupportedUnitModelType>
            <SupportedUnitModelType>TarthanFemale</SupportedUnitModelType>
            <SupportedUnitModelType>TarthanMale</SupportedUnitModelType>
            <SupportedUnitModelType>UrxenFemale</SupportedUnitModelType>
            <SupportedUnitModelType>UrxenMale</SupportedUnitModelType>
            <SupportedUnitModelType>WraithFemale</SupportedUnitModelType>
            <SupportedUnitModelType>WraithMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="ArmorProficiency2">
            <DisplayName>Plate Mail Proficiency</DisplayName>
            <Description>Allows the unit to wear Chain Mail or Plate Mail armor</Description>
            <Icon>Ability_PlateMailProficiency_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ArmorProficiency</StrVal>
                <Value>2</Value>
                <Provides>Allows the unit to wear Chain Mail or Plate Mail armor</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>10</AdditionalTrainingTurns>
            <Type>Defensive</Type>
            <UpgradePathID>ArmorProficiency</UpgradePathID>
            <SupportedUnitModelType>AmarianFemale</SupportedUnitModelType>
            <SupportedUnitModelType>AmarianMale</SupportedUnitModelType>
            <SupportedUnitModelType>EmpireFemale</SupportedUnitModelType>
            <SupportedUnitModelType>EmpireMale</SupportedUnitModelType>
            <SupportedUnitModelType>FallenFemale</SupportedUnitModelType>
            <SupportedUnitModelType>FallenMale</SupportedUnitModelType>
            <SupportedUnitModelType>IroneerFemale</SupportedUnitModelType>
            <SupportedUnitModelType>IroneerMale</SupportedUnitModelType>
            <SupportedUnitModelType>KingdomFemale</SupportedUnitModelType>
            <SupportedUnitModelType>KingdomMale</SupportedUnitModelType>
            <SupportedUnitModelType>MancerFemale</SupportedUnitModelType>
            <SupportedUnitModelType>MancerMale</SupportedUnitModelType>
            <SupportedUnitModelType>QuendarFemale</SupportedUnitModelType>
            <SupportedUnitModelType>QuendarMale</SupportedUnitModelType>
            <SupportedUnitModelType>SlaveMale</SupportedUnitModelType>
            <SupportedUnitModelType>TarthanFemale</SupportedUnitModelType>
            <SupportedUnitModelType>TarthanMale</SupportedUnitModelType>
            <SupportedUnitModelType>UrxenFemale</SupportedUnitModelType>
            <SupportedUnitModelType>UrxenMale</SupportedUnitModelType>
            <SupportedUnitModelType>WraithFemale</SupportedUnitModelType>
            <SupportedUnitModelType>WraithMale</SupportedUnitModelType>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Player_Weakness">
        <AbilityBonusType>Player</AbilityBonusType>
        <AbilityBonusOption InternalName="NoArmor">
            <DisplayName>No Armor</DisplayName>
            <Description>This faction can't craft any armor beyond Leather.  Champions are still able to use armor they find.</Description>
            <Icon>Ability_NoArmor_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction can't craft any armor beyond Leather.  Champions are still able to use armor they find.</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="NoRangedWeapons">
            <DisplayName>No Ranged Weapons</DisplayName>
            <Description>This faction's armies cant use ranged weapons like bows and magical staves.  Champions are still able to use the ranged weapons they find.</Description>
            <Icon>Ability_NoRangedWeapons_Icon.png</Icon>
            <GameModifier>
                <Provides>This faction's armies cant use ranged weapons like bows and magical staves.  Champions are still able to use the ranged weapons they find.</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Rebels">
            <DisplayName>Rebels</DisplayName>
            <Description>+10% Unrest</Description>
            <Icon>Ability_Rebels_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Additive_Unrest</StrVal>
                <Value>10</Value>
                <Provides>+10% Unrest</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Uneducated">
            <DisplayName>Uneducated</DisplayName>
            <Description>-10% to Research</Description>
            <Icon>Ability_Uneducated_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Research</StrVal>
                <Value>-10</Value>
                <Provides>-10% to Research</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="VulnerableEmpire">
            <DisplayName>Vulnerable To Magic</DisplayName>
            <Description>All units get -20% to Spell Resistance</Description>
            <Icon>Ability_Vulnerable_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_UnitStat_MagicResist</StrVal>
                <Value>-20</Value>
                <Provides>-20% Spell Resistance</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Champion_History">
        <AbilityBonusType>Champion_History</AbilityBonusType>
        <AbilityBonusOption InternalName="Adventurer">
            <DisplayName>Adventurer</DisplayName>
            <Description>+10 Fame from completing Quests</Description>
            <Icon>Ability_Adventurer_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_QuestBonusFame</StrVal>
                <Value>10</Value>
                <Provides>+10 Fame from completing Quests</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Armorer">
            <DisplayName>Armorer</DisplayName>
            <Description>All units get +25% to Defense</Description>
            <Icon>Ability_Armorer_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_UnitStat_Defense_Pierce</StrVal>
                <Value>25</Value>
                <Provides>+25% Defense for the faction</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="BanditLord">
            <DisplayName>Bandit Lord</DisplayName>
            <Description>Player starts with two Bandit units and has the ability to convert bandits</Description>
            <Icon>Ability_Thief_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks the Recruit Bandit spell</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Map</ModType>
                <Attribute>SummonUnit</Attribute>
                <StrVal>Bandit</StrVal>
                <Value>5</Value>
                <Provides>+1 starting Bandit Guard</Provides>
                <UnitClass>BanditGuard</UnitClass>
            </GameModifier>
            <GameModifier>
                <ModType>Map</ModType>
                <Attribute>SummonUnit</Attribute>
                <StrVal>Bandit</StrVal>
                <Value>5</Value>
                <Provides>+1 starting Bandit Guard</Provides>
                <UnitClass>BanditGuard</UnitClass>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Beastlord">
            <DisplayName>Beastlord</DisplayName>
            <Description>Can take control of enemy beasts</Description>
            <Icon>Ability_Beastlord_Icon.png</Icon>
            <GameModifier>
                <Provides>Can take control of enemy beasts</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Diplomat">
            <DisplayName>Diplomat</DisplayName>
            <Description>+30% value of trades and the Silver Tongue ability</Description>
            <Icon>Ability_Diplomatic_Icon.png</Icon>
            <GameModifier>
                <Provides>Unlocks the Silver Tongue ability which allows the unit to convert trained units</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Diplomacy</StrVal>
                <Value>30</Value>
                <Provides>+30% value of trades</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="General">
            <DisplayName>General</DisplayName>
            <Description>+25% to the Army's Experience</Description>
            <Icon>Ability_General_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustArmyStat</Attribute>
                <StrVal>UnitStat_ExpBonus</StrVal>
                <Value>25</Value>
                <Provides>+25% to the Army's Experience</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Hunter">
            <DisplayName>Hunter</DisplayName>
            <Description>+50% Attack vs Beasts</Description>
            <Icon>Ability_Hunter_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Pierce</StrVal>
                <StrVal2>Beast</StrVal2>
                <Multiplier>1.5</Multiplier>
                <Provides>+50% Attack vs Beasts</Provides>
                <vsUnitType>1</vsUnitType>
            </GameModifier>
            <Cost>1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Aggressive</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Noble">
            <DisplayName>Noble</DisplayName>
            <Description>-10 Unrest in all cities</Description>
            <Icon>Ability_Noble_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Additive_Unrest</StrVal>
                <Value>-10</Value>
                <Provides>-10 Unrest in all cities</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Scholar">
            <DisplayName>Scholar</DisplayName>
            <Description> +20% Research</Description>
            <Icon>Ability_Scholar_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Research</StrVal>
                <Value>20</Value>
                <Provides> +20% Research</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Summoner">
            <DisplayName>Summoner</DisplayName>
            <Description>+2 level for Summons, unlocks the Summon Shadow Warg spell</Description>
            <Icon>Ability_Summoner_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_BonusSummonLevel</StrVal>
                <Value>2</Value>
                <Provides>+2 level for Summons, unlocks the Summon Shadow Warg spell</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>Unit</Target>
                <Attribute>PathOfTheMage</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Warlock">
            <DisplayName>Warlock</DisplayName>
            <Description>This unit's spells do 25% more damage</Description>
            <Icon>Ability_Warlock_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_SpellDamage</StrVal>
                <Value>25</Value>
                <Provides>+25% Spell Damage</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Spell</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Warlord">
            <DisplayName>Warlord</DisplayName>
            <Description>-50% to unit Wages</Description>
            <Icon>Ability_Warlord_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_ArmyMaintenance</StrVal>
                <Value>50</Value>
                <Provides>-50% to unit Wages</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Champion_Weakness">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Clumsy">
            <DisplayName>Clumsy</DisplayName>
            <Description>Occasionally strikes allies when making melee attacks</Description>
            <Icon>Ability_Clumsy_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_ClumsyChance</StrVal>
                <Value>10</Value>
                <Provides>Occasionally strikes allies when making melee attacks</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Cowardly">
            <DisplayName>Cowardly</DisplayName>
            <Description>-30 to Accuracy when attacking higher level units</Description>
            <Icon>Ability_Cowardly_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Accuracy</StrVal>
                <StrVal2>UnitStat_Level</StrVal2>
                <Value>-30</Value>
                <Provides>-30 to Accuracy when attacking higher level units</Provides>
                <vsHigher>1</vsHigher>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Cruel">
            <DisplayName>Cruel</DisplayName>
            <Description>+1 to Attack, +5 Unrest in all cities</Description>
            <Icon>Ability_Cruel_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Additive_Unrest</StrVal>
                <Value>5</Value>
                <Provides>+5 Unrest in all cities</Provides>
            </GameModifier>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>1</Value>
            </GameModifier>
            <Cost>-1</Cost>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Scarred">
            <DisplayName>Scarred</DisplayName>
            <Description>The unit heals at 1 point per season regardless of level</Description>
            <Icon>Ability_Scarred_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MaxHPRegen</Attribute>
                <Value>1</Value>
                <Provides>Heals at 1 point per season regardless of level</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Vulnerable">
            <DisplayName>Vulnerable To Magic</DisplayName>
            <Description>-20 to Spell Resistance</Description>
            <Icon>Ability_Vulnerable_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_MagicResist</StrVal>
                <Value>-20</Value>
                <Provides>-20 Spell Resistance</Provides>
            </GameModifier>
            <Cost>-1</Cost>
            <IsCombatAbility>1</IsCombatAbility>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="Weak">
            <DisplayName>Weak</DisplayName>
            <Description>-2 Attack</Description>
            <Icon>Ability_Weak_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Attack_Boost</StrVal>
                <Value>-2</Value>
                <Provides>-2 Attack</Provides>
            </GameModifier>
            <AdditionalTrainingTurns>-10</AdditionalTrainingTurns>
            <Cost>-1</Cost>
            <Type>Weakness</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CityLevel_UnlockLevel2">
        <AbilityBonusType>City_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="UnlockConclave">
            <DisplayName>Conclave</DisplayName>
            <Description>Enables Conclave improvements and increases research.</Description>
            <Icon>K_Conclave_Thumb_02.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Conclave</StrVal>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>SwapCityHubType</Attribute>
                <StrVal>CityHub2_Conclave</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>2</RequiredLevel>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockFortress">
            <DisplayName>Fortress</DisplayName>
            <Description>Enables Fortress improvements and increases the level of units trained here by 1.  Select this to dedicate your city to defense and military pursuits.</Description>
            <Icon>K_Fortress_Thumb_02.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Fortress</StrVal>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>SwapCityHubType</Attribute>
                <StrVal>CityHub2_Fortress</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>2</RequiredLevel>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockTradeGuild">
            <DisplayName>Town</DisplayName>
            <Description>Enables Town improvements and increases Zone of Control by 1.  Select this to dedicate your city to growth and financial pursuits.</Description>
            <Icon>K_Town_Thumb_02.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>TradeGuild</StrVal>
            </GameModifier>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>SwapCityHubType</Attribute>
                <StrVal>CityHub2_Town</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>2</RequiredLevel>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CityLevel_UnlockLevel3">
        <AbilityBonusType>City_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="UnlockArchivist">
            <DisplayName>Archivist</DisplayName>
            <Description>Archivists increase the Research a city provides when it is Producing Research.</Description>
            <Icon>K_Archivist_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Archivist</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockGuildGrocer">
            <DisplayName>Guild Grocer</DisplayName>
            <Description>Guild Grocers improve the Hit Points of all your units by 5%.</Description>
            <Icon>K_Bakery_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>GuildGrocer</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockInfirmary">
            <DisplayName>Infirmary</DisplayName>
            <Description>Infirmaries provide additional healing for all units stationed in the city and unit trained in this city start with the Endurance trait (+1 Hit Point per Level).</Description>
            <Icon>K_Infirmary_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Infirmary</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockOracle">
            <DisplayName>Oracle</DisplayName>
            <Description>An Oracle allows you to tap into the magic of Elemental, adding an additional Essence to the city.</Description>
            <Icon>K_Oracle_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Oracle</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockScrollScribe">
            <DisplayName>Scroll Scribe</DisplayName>
            <Description>Scroll Scribes increase Research by 20% and make scrolls available for your champions to purchase.</Description>
            <Icon>K_Scroll_Scribe_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>ScrollScribe</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockSlums">
            <DisplayName>Slums</DisplayName>
            <Description>Slums increase the Growth of your city by 3, but also increase Unrest by 10%.</Description>
            <Icon>K_Slum_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Slums</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockStrikeGarrison">
            <DisplayName>Strike Garrison</DisplayName>
            <Description>Strike Garrisons give all units trained in this city the Impulsive trait (+2 Initiative).</Description>
            <Icon>K_Strike_Garrison_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>StrikeGarrison</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockWarehouse">
            <DisplayName>Guild Warehouse</DisplayName>
            <Description>Increases the amount of Gildar produced when a city is Producing Wealth.</Description>
            <Icon>K_Merchant_02_Thumb.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Warehouse</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockWatchtower">
            <DisplayName>Watchtower</DisplayName>
            <Description>Watchtowers provide a Catapult for city defense all units trained here start with the Charge trait (+1 Move and +2 Attack for the first action in combat).</Description>
            <Icon>K_Watchtower_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Watchtower</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>3</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CityLevel_UnlockLevel4">
        <AbilityBonusType>City_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="UnlockAcademy">
            <DisplayName>Academy of Revelation</DisplayName>
            <Description>The Academy of Revelation increases the Research produced in all your cities by 10%.</Description>
            <Icon>K_Academy_01_Thumb.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Academy</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockAlmshouse">
            <DisplayName>Almshouse</DisplayName>
            <Description>An Almshouse shows a city's compassion for the least of its citizens.  It provides 1 Fame per Season.</Description>
            <Icon>K_Almshouse_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Almshouse</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockAmethystVault">
            <DisplayName>Amethyst Vault</DisplayName>
            <Description>Amethyst Vaults provide 2 Crystal per season.</Description>
            <Icon>K_Amethyst_Vault_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>AmethystVault</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockEmbassy">
            <DisplayName>Embassy</DisplayName>
            <Description>This city doesn't receive an unrest penalty based on the amount of cities in your empire.</Description>
            <Icon>K_Embassy_01_Card.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Embassy</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockGallows">
            <DisplayName>Gallows</DisplayName>
            <Description>Gallows remind your citizens of their civic duty.  With them there is no Unrest penalty to Production.</Description>
            <Icon>K_Gallows_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Gallows</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockGovernorsOffice">
            <DisplayName>Governor's Office</DisplayName>
            <Description>Governor's Office gives you +1 Production per Material in all of your cities.</Description>
            <Icon>K_Market_02_Thumb.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>GovernorsOffice</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockMiningGuild">
            <DisplayName>Mining Guild</DisplayName>
            <Description>The Mining Guild provides 2 Metal per season.</Description>
            <Icon>K_Mining_Guild_01_Thumb.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>MiningGuild</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockPrison">
            <DisplayName>Prison</DisplayName>
            <Description>Prisons reduce Unrest in your cities by 10% but decreases the Growth of this city by 1.</Description>
            <Icon>K_Prison_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Prison</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockTenfellUniversity">
            <DisplayName>Tenfell University</DisplayName>
            <Description>Tenfell University keeps this city's Unrest from reducing its Research.</Description>
            <Icon>K_Tenfell_University_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>TenfellUniversity</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>4</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="CityLevel_UnlockLevel5">
        <AbilityBonusType>City_Level</AbilityBonusType>
        <AbilityBonusOption InternalName="UnlockGreatArena">
            <DisplayName>Great Arena</DisplayName>
            <Description>The Great Arena increases your Faction Prestige by 1.  All units trained in this city will have +1 to Attack and +3 to Hit Points.</Description>
            <Icon>K_Great_Arena_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>GreatArena</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockGuildLeandinghouse">
            <DisplayName>Guild Lendinghouse</DisplayName>
            <Description>Placing a Guild Lendinghouse in your city gives you 2000 gildar.</Description>
            <Icon>K_Amethyst_Vault_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>GuildLendinghouse</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockGuildTribunal">
            <DisplayName>Guild Tribunal</DisplayName>
            <Description>The Guild Tribunal manages all your craftsmen, increasing your production per Material by 2 across your empire.</Description>
            <Icon>K_Guild_Master_01_Thumb.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>GuildTribunal</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockHedigahBathhouse">
            <DisplayName>Hedigah Bathhouse</DisplayName>
            <Description>What was once a natural spring, which remained cool even in the hottest summers, became a popular destination for travelers and a place where even warring tribes could meet in peace and relax.  After the cataclysm the waters of the spring were still revered and a magnificent bathhouse was built around them.</Description>
            <Icon>K_Hedigah_Bathhouse_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>HedigahBathhouse</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockMintOfRuvenna">
            <DisplayName>Mint of Ruvenna</DisplayName>
            <Description>The Mint of Ruvenna increases Gildar production in any city it's constructed in. This bonus scales based on the Material yields of the city.</Description>
            <Icon>K_Mint_of_Ruvenna_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>MintOfRuvenna</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockTradeGuild</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockOnyxThrone">
            <DisplayName>Onyx Throne</DisplayName>
            <Description>This throne is carved from a single piece of onyx, as brilliant and dark as the sea at night.  Anyone standing before it can see their reflection within its depths, but in the reflection they are weak and prostrate.</Description>
            <Icon>K_Oynx_Throne_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>OnyxThrone</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockPyreOfAnniellum">
            <DisplayName>Pyre of Anniellum</DisplayName>
            <Description>A legendary wonder of a past age, the Pyre of Anniellum strengthens Fire spells as much as 2 Fire Shards.</Description>
            <Icon>K_Pyre_of_Anniellum_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>PyreOfAnniellum</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockTowerOfTheMagi">
            <DisplayName>Tower of the Magi</DisplayName>
            <Description>The Tower of the Magi increases the spell resistance of all units produced in this city by 10 and protects the city from the spells of enemy casters.</Description>
            <Icon>K_Tower_of_The_Magi_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>TowerOfTheMagi</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockConclave</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
        <AbilityBonusOption InternalName="UnlockUnderforge">
            <DisplayName>Underforge</DisplayName>
            <Description>+1 Earth power, -50% to Armor production times.</Description>
            <Icon>K_Underforge_Thumb_01.png</Icon>
            <GameModifier>
                <ModType>City</ModType>
                <Attribute>UnlockImprovement</Attribute>
                <BoolVal1>1</BoolVal1>
                <StrVal>Underforge</StrVal>
            </GameModifier>
            <Likelihood>400</Likelihood>
            <RarityDisplay>Common</RarityDisplay>
            <RequiredLevel>5</RequiredLevel>
            <Prereq>
                <Type>AbilityBonusOption</Type>
                <Target>City</Target>
                <Attribute>UnlockFortress</Attribute>
            </Prereq>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
</AbilityBonuses>
