<?xml version="1.0" encoding="utf-8"?>

<!-- Table_of_Contents -->
<!-- Search_Find_All_for *** -->

<progression>

<level max_level="300" exp_to_level="10000" experience_multiplier="1.05" skill_points_per_level="1" clamp_exp_cost_at_level="60">
<!-- Note: max_level is referenced in buffNearDeathTraumaXXX and entityclasses -->
<!-- XP to complete the current level will cap out at 2^32/2. (lvl 252 in A18) -->
</level>

<!--values here are simply base values for any attribute that doesn't override it. -->
<attributes min_level="1" max_level="10" base_skill_point_cost="1" cost_multiplier_per_level="1.14">

	<attribute name="attPerception" name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth">
		<level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="2"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="3"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="4"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="5"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="6"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="7"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="8"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="9"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>
		<level_requirements level="10"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>

		<effect_group>
			<requirement name="ItemHasTags" tags="attPerception"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="9,10" value=".85,1" tags="head"/>
				<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="attPerceptionRank01Desc" long_desc_key="attPerceptionRank01LongDesc"/>
			<effect_description level="2" desc_key="attPerceptionRank02Desc" long_desc_key="attPerceptionRank02LongDesc"/>
			<effect_description level="3" desc_key="attPerceptionRank03Desc" long_desc_key="attPerceptionRank03LongDesc"/>
			<effect_description level="4" desc_key="attPerceptionRank04Desc" long_desc_key="attPerceptionRank04LongDesc"/>
			<effect_description level="5" desc_key="attPerceptionRank05Desc" long_desc_key="attPerceptionRank05LongDesc"/>
			<effect_description level="6" desc_key="attPerceptionRank06Desc" long_desc_key="attPerceptionRank06LongDesc"/>
			<effect_description level="7" desc_key="attPerceptionRank07Desc" long_desc_key="attPerceptionRank07LongDesc"/>
			<effect_description level="8" desc_key="attPerceptionRank08Desc" long_desc_key="attPerceptionRank08LongDesc"/>
			<effect_description level="9" desc_key="attPerceptionRank09Desc" long_desc_key="attPerceptionRank09LongDesc"/>
			<effect_description level="10" desc_key="attPerceptionRank10Desc" long_desc_key="attPerceptionRank10LongDesc"/>
		</effect_group>
	</attribute>

	<attribute name="attStrength" name_key="attStrengthName" desc_key="attStrengthDesc" icon="ui_game_symbol_muscle">
		<level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="2"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="3"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="4"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="5"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="6"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="7"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="8"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="9"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>
		<level_requirements level="10"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>

		<effect_group>
			<requirement name="ItemHasTags" tags="attStrength"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="9,10" value=".85,1" tags="head"/>
				<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="attStrengthRank01Desc" long_desc_key="attStrengthRank01LongDesc"/>
			<effect_description level="2" desc_key="attStrengthRank02Desc" long_desc_key="attStrengthRank02LongDesc"/>
			<effect_description level="3" desc_key="attStrengthRank03Desc" long_desc_key="attStrengthRank03LongDesc"/>
			<effect_description level="4" desc_key="attStrengthRank04Desc" long_desc_key="attStrengthRank04LongDesc"/>
			<effect_description level="5" desc_key="attStrengthRank05Desc" long_desc_key="attStrengthRank05LongDesc"/>
			<effect_description level="6" desc_key="attStrengthRank06Desc" long_desc_key="attStrengthRank06LongDesc"/>
			<effect_description level="7" desc_key="attStrengthRank07Desc" long_desc_key="attStrengthRank07LongDesc"/>
			<effect_description level="8" desc_key="attStrengthRank08Desc" long_desc_key="attStrengthRank08LongDesc"/>
			<effect_description level="9" desc_key="attStrengthRank09Desc" long_desc_key="attStrengthRank09LongDesc"/>
			<effect_description level="10" desc_key="attStrengthRank10Desc" long_desc_key="attStrengthRank10LongDesc"/>
		</effect_group>
	</attribute>

	<attribute name="attFortitude" name_key="attFortitudeName" desc_key="attFortitudeDesc" icon="ui_game_symbol_add">
		<level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="2"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="3"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="4"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="5"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="6"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="7"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="8"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="9"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>
		<level_requirements level="10"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>

		<effect_group>
			<requirement name="ItemHasTags" tags="attFortitude"/>
			<requirement name="!IsAttachedToEntity"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="9,10" value=".85,1" tags="head"/>
				<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="attFortitudeRank01Desc" long_desc_key="attFortitudeRank01LongDesc"/>
			<effect_description level="2" desc_key="attFortitudeRank02Desc" long_desc_key="attFortitudeRank02LongDesc"/>
			<effect_description level="3" desc_key="attFortitudeRank03Desc" long_desc_key="attFortitudeRank03LongDesc"/>
			<effect_description level="4" desc_key="attFortitudeRank04Desc" long_desc_key="attFortitudeRank04LongDesc"/>
			<effect_description level="5" desc_key="attFortitudeRank05Desc" long_desc_key="attFortitudeRank05LongDesc"/>
			<effect_description level="6" desc_key="attFortitudeRank06Desc" long_desc_key="attFortitudeRank06LongDesc"/>
			<effect_description level="7" desc_key="attFortitudeRank07Desc" long_desc_key="attFortitudeRank07LongDesc"/>
			<effect_description level="8" desc_key="attFortitudeRank08Desc" long_desc_key="attFortitudeRank08LongDesc"/>
			<effect_description level="9" desc_key="attFortitudeRank09Desc" long_desc_key="attFortitudeRank09LongDesc"/>
			<effect_description level="10" desc_key="attFortitudeRank10Desc" long_desc_key="attFortitudeRank10LongDesc"/>
		</effect_group>
	</attribute>

	<attribute name="attAgility" name_key="attAgilityName" desc_key="attAgilityDesc" icon="ui_game_symbol_agility">
		<level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="2"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="3"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="4"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="5"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="6"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="7"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="8"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="9"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>
		<level_requirements level="10"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>

		<effect_group>
			<requirement name="ItemHasTags" tags="attAgility"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="9,10" value=".85,1" tags="head"/>
				<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="attAgilityRank01Desc" long_desc_key="attAgilityRank01LongDesc"/>
			<effect_description level="2" desc_key="attAgilityRank02Desc" long_desc_key="attAgilityRank02LongDesc"/>
			<effect_description level="3" desc_key="attAgilityRank03Desc" long_desc_key="attAgilityRank03LongDesc"/>
			<effect_description level="4" desc_key="attAgilityRank04Desc" long_desc_key="attAgilityRank04LongDesc"/>
			<effect_description level="5" desc_key="attAgilityRank05Desc" long_desc_key="attAgilityRank05LongDesc"/>
			<effect_description level="6" desc_key="attAgilityRank06Desc" long_desc_key="attAgilityRank06LongDesc"/>
			<effect_description level="7" desc_key="attAgilityRank07Desc" long_desc_key="attAgilityRank07LongDesc"/>
			<effect_description level="8" desc_key="attAgilityRank08Desc" long_desc_key="attAgilityRank08LongDesc"/>
			<effect_description level="9" desc_key="attAgilityRank09Desc" long_desc_key="attAgilityRank09LongDesc"/>
			<effect_description level="10" desc_key="attAgilityRank10Desc" long_desc_key="attAgilityRank10LongDesc"/>
		</effect_group>
	</attribute>

	<attribute name="attIntellect" name_key="attIntellectName" desc_key="attIntellectDesc" icon="ui_game_symbol_intellect">
		<level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="2"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="3"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="4"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="5"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
		<level_requirements level="6"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="7"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="8"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements>
		<level_requirements level="9"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>
		<level_requirements level="10"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements>

		<effect_group>
			<requirement name="ItemHasTags" tags="attIntellect"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/>
				<passive_effect name="DamageModifier" operation="perc_add" level="9,10" value=".85,1" tags="head"/>
				<passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="attIntellectRank1Desc" long_desc_key="attIntellectRank1LongDesc"/>
			<effect_description level="2" desc_key="attIntellectRank2Desc" long_desc_key="attIntellectRank2LongDesc"/>
			<effect_description level="3" desc_key="attIntellectRank3Desc" long_desc_key="attIntellectRank3LongDesc"/>
			<effect_description level="4" desc_key="attIntellectRank4Desc" long_desc_key="attIntellectRank4LongDesc"/>
			<effect_description level="5" desc_key="attIntellectRank5Desc" long_desc_key="attIntellectRank5LongDesc"/>
			<effect_description level="6" desc_key="attIntellectRank6Desc" long_desc_key="attIntellectRank6LongDesc"/>
			<effect_description level="7" desc_key="attIntellectRank7Desc" long_desc_key="attIntellectRank7LongDesc"/>
			<effect_description level="8" desc_key="attIntellectRank8Desc" long_desc_key="attIntellectRank8LongDesc"/>
			<effect_description level="9" desc_key="attIntellectRank9Desc" long_desc_key="attIntellectRank9LongDesc"/>
			<effect_description level="10" desc_key="attIntellectRank10Desc" long_desc_key="attIntellectRank10LongDesc"/>
		</effect_group>
	</attribute>

	<attribute name="attGeneralPerks" name_key="General_Perks" desc_key="General_perks_for_all" icon="ui_game_symbol_modded" min_level="0" max_level="0" base_skill_point_cost="1" hidden="true">
		<level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements>
	</attribute>

	<attribute name="attBooks" name_key="attBooks" desc_key="attBooks" icon="ui_game_symbol_book" min_level="0" max_level="0" base_skill_point_cost="0"/>

	<attribute name="attCrafting" name_key="attCrafting" desc_key="attCrafting" icon="ui_game_symbol_hammer" min_level="0" max_level="0" base_skill_point_cost="0"/>
</attributes>

<!-- *** SKILLS -->

<skills min_level="1" max_level="1">
	<skill name="skillPerceptionCombat" parent="attPerception" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"><effect_group/></skill>
	<skill name="skillPerceptionGeneral" parent="attPerception" name_key="skillPerceptionGeneralName" icon="ui_game_symbol_stealth"><effect_group/></skill>
	<skill name="skillPerceptionScavenging" parent="attPerception" name_key="skillPerceptionScavengingName" desc_key="skillPerceptionScavengingDesc" icon="ui_game_symbol_hand"><effect_group/></skill>

	<skill name="skillStrengthCombat" parent="attStrength" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"><effect_group/></skill>
	<skill name="skillStrengthGeneral" parent="attStrength" name_key="skillStrengthGeneralName" desc_key="skillStrengthGeneralDesc" icon="ui_game_symbol_muscle"><effect_group/></skill>
	<skill name="skillStrengthConstruction" parent="attStrength" name_key="skillStrengthConstructionName" desc_key="skillStrengthConstructionDesc" icon="ui_game_symbol_resource"><effect_group/></skill>

	<skill name="skillFortitudeCombat" parent="attFortitude" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"><effect_group/></skill>
	<skill name="skillFortitudeSurvival" parent="attFortitude" name_key="skillFortitudeSurvivalName" desc_key="skillFortitudeSurvivalDesc" icon="ui_game_symbol_survival"><effect_group/></skill>
	<skill name="skillFortitudeRecovery" parent="attFortitude" name_key="skillFortitudeRecoveryName" desc_key="skillFortitudeRecoveryDesc" icon="ui_game_symbol_water"><effect_group/></skill>

	<skill name="skillAgilityCombat" parent="attAgility" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"><effect_group/></skill>
	<skill name="skillAgilityAthletics" parent="attAgility" name_key="skillAgilityAthleticsName" desc_key="skillAgilityAthleticsDesc" icon="ui_game_symbol_run"><effect_group/></skill>
	<skill name="skillAgilityStealth" parent="attAgility" name_key="skillAgilityStealthName" desc_key="skillAgilityStealthDesc" icon="ui_game_symbol_stealth2"><effect_group/></skill>

	<skill name="skillIntellectCombat" parent="attIntellect" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"><effect_group/></skill>
	<skill name="skillIntellectInfluence" parent="attIntellect" name_key="skillIntellectInfluenceName" desc_key="skillIntellectInfluenceDesc" icon="ui_game_symbol_influence"><effect_group/></skill>
	<skill name="skillIntellectCraftsmanship" parent="attIntellect" name_key="skillIntellectCraftsmanshipName" desc_key="skillIntellectCraftsmanshipDesc" icon="ui_game_symbol_misc_crafting"><effect_group/></skill>

	<skill name="skillGeneralPerks" parent="attGeneralPerks" name_key="General_TestKey" desc_key="General_TestDesc" long_desc_key="General_TestLongDesc" icon="ui_game_symbol_modded" hidden="true"><effect_group/></skill>

	<book_group name="skillArtOfMining" parent="attBooks" name_key="perkArtOfMining0Name" desc_key="perkArtOfMining0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_mining"><effect_group/></book_group>
	<book_group name="skillAutoWeapons" parent="attBooks" name_key="perkAutoWeapons0Name" desc_key="perkAutoWeapons0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_rifle"><effect_group/></book_group>
	<book_group name="skillBatterUp" parent="attBooks" name_key="perkBatterUp0Name" desc_key="perkBatterUp0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_club"><effect_group/></book_group>
	<book_group name="skillBarBrawling" parent="attBooks" name_key="perkBarBrawling0Name" desc_key="perkBarBrawling0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_boxer"><effect_group/></book_group>
	<book_group name="skillFiremansAlmanac" parent="attBooks" name_key="perkFiremansAlmanac0Name" desc_key="perkFiremansAlmanac0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_fire"><effect_group/></book_group>
	<book_group name="skillGreatHeist" parent="attBooks" name_key="perkGreatHeist0Name" desc_key="perkGreatHeist0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_safe"><effect_group/></book_group>
	<book_group name="skillHuntingJournal" parent="attBooks" name_key="perkHuntingJournal0Name" desc_key="perkHuntingJournal0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_armor_leather"><effect_group/></book_group>
	<book_group name="skillLuckyLooter" parent="attBooks" name_key="perkLuckyLooter0Name" desc_key="perkLuckyLooter0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_shopping_cart"><effect_group/></book_group>
	<book_group name="skillEnforcer" parent="attBooks" name_key="perkEnforcer0Name" desc_key="perkEnforcer0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_gunslinger"><effect_group/></book_group>
	<book_group name="skillNightStalker" parent="attBooks" name_key="perkNightStalker0Name" desc_key="perkNightStalker0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_sneak_attack"><effect_group/></book_group>
	<book_group name="skillPistolPete" parent="attBooks" name_key="perkPistolPete0Name" desc_key="perkPistolPete0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_pistol"><effect_group/></book_group>
	<book_group name="skillArchery" parent="attBooks" name_key="perkRangers0Name" desc_key="perkRangers0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_archery"><effect_group/></book_group>
	<book_group name="skillShotguns" parent="attBooks" name_key="perkShotgunMessiah0Name" desc_key="perkShotgunMessiah0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_shotgun"><effect_group/></book_group>
	<book_group name="skillSledgeSaga" parent="attBooks" name_key="perkSledgeSaga0Name" desc_key="perkSledgeSaga0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_sledge"><effect_group/></book_group>
	<book_group name="skillSniper" parent="attBooks" name_key="perkSniper0Name" desc_key="perkSniper0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_long_shot"><effect_group/></book_group>
	<book_group name="skillSpearHunter" parent="attBooks" name_key="perkSpearHunter0Name" desc_key="perkSpearHunter0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_spear"><effect_group/></book_group>
	<book_group name="skillUrbanCombat" parent="attBooks" name_key="perkUrbanCombat0Name" desc_key="perkUrbanCombat0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_light_armor2"><effect_group/></book_group>
	<book_group name="skillTechJunkie" parent="attBooks" name_key="perkTechJunkie0Name" desc_key="perkTechJunkie0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_electric_turret"><effect_group/></book_group>
	<book_group name="skillWasteTreasures" parent="attBooks" name_key="perkWasteTreasures0Name" desc_key="perkWasteTreasures0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_treasure"><effect_group/></book_group>

</skills>

<!-- *** CRAFTING_SKILLS -->

<crafting_skills complete_sound="ui_mag_read_set">
		<!-- *** HARVESTING_TOOL_SKILLS -->
	<crafting_skill name="craftingHarvestingTools" max_level="100" parent="attCrafting" name_key="craftingHarvestingToolsName" desc_key="craftingHarvestingToolsDesc" long_desc_key="craftingHarvestingToolsLongDesc" icon="ui_game_symbol_tool">

		<display_entry icon="meleeToolRepairT0StoneAxe" name_key="harvestToolsStone" has_quality="true" unlock_level="1,2,4,6,8,10" >
			<unlock_entry item="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="meleeToolPickT1IronPickaxe" name_key="harvestToolsIron" has_quality="true" unlock_level="11,13,16,19,22,25" >
			<unlock_entry item="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="meleeToolPickT2SteelPickaxe" name_key="harvestToolsSteel" has_quality="true" unlock_level="26,32,39,46,53,60" >
			<unlock_entry item="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="meleeToolPickT3Auger" name_key="harvestToolsMechanical" has_quality="true" unlock_level="61,68,76,84,92,100" >
			<unlock_entry item="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw" unlock_tier="1"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="61,100" value="1" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,100" value="1,2,3,4,5,5" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/>
			<passive_effect name="CraftingTier" operation="base_add" level="13,16,19,22,25,100" value="1,2,3,4,5,5" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/>
			<passive_effect name="CraftingTier" operation="base_add" level="32,39,46,53,60,100" value="1,2,3,4,5,5" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/>
			<passive_effect name="CraftingTier" operation="base_add" level="68,76,84,92,100" value="1,2,3,4,5" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/>
		</effect_group>
	</crafting_skill>

		<!-- *** REPAIRING_TOOL_SKILLS -->
	<crafting_skill name="craftingRepairTools" max_level="50" parent="attCrafting" name_key="craftingRepairToolsName" desc_key="craftingRepairToolsDesc" long_desc_key="craftingRepairToolsLongDesc" icon="ui_game_symbol_hammer">

		<display_entry item="meleeToolRepairT1ClawHammer" unlock_level="4,8,12,16,20,25"/>
		<display_entry item="meleeToolRepairT3Nailgun" unlock_level="26,30,35,40,45,50"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,50" value="1" tags="meleeToolRepairT1ClawHammer"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,50" value="1" tags="meleeToolRepairT3Nailgun"/>

			<passive_effect name="CraftingTier" operation="base_add" level="8,12,16,20,25,50" value="1,2,3,4,5,5" tags="meleeToolRepairT1ClawHammer"/>
			<passive_effect name="CraftingTier" operation="base_add" level="30,35,40,45,50" value="1,2,3,4,5" tags="meleeToolRepairT3Nailgun"/>
		</effect_group>
	</crafting_skill>

		<!-- *** SALVAGING_TOOL_SKILLS -->
	<crafting_skill name="craftingSalvageTools" max_level="75" parent="attCrafting" name_key="craftingSalvageToolsName" desc_key="craftingSalvageToolsDesc" long_desc_key="craftingSalvageToolsLongDesc" icon="ui_game_symbol_wrench">

		<display_entry item="meleeToolSalvageT1Wrench" unlock_level="4,8,12,16,20,25"/>
		<display_entry item="meleeToolSalvageT2Ratchet" unlock_level="26,30,35,40,45,50"/>
		<display_entry item="meleeToolSalvageT3ImpactDriver" unlock_level="51,55,60,65,70,75"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,75" value="1" tags="meleeToolSalvageT1Wrench"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,75" value="1" tags="meleeToolSalvageT2Ratchet"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="51,75" value="1" tags="meleeToolSalvageT3ImpactDriver"/>

			<passive_effect name="CraftingTier" operation="base_add" level="8,12,16,20,25,75" value="1,2,3,4,5,5" tags="meleeToolSalvageT1Wrench"/>
			<passive_effect name="CraftingTier" operation="base_add" level="30,35,40,45,50,75" value="1,2,3,4,5,5" tags="meleeToolSalvageT2Ratchet"/>
			<passive_effect name="CraftingTier" operation="base_add" level="55,60,65,70,75" value="1,2,3,4,5" tags="meleeToolSalvageT3ImpactDriver"/>
		</effect_group>
	</crafting_skill>

		<!-- *** KNUCKLE_SKILLS -->
	<crafting_skill name="craftingKnuckles" max_level="75" parent="attCrafting" name_key="craftingKnucklesName" desc_key="craftingKnucklesDesc" long_desc_key="craftingKnucklesLongDesc" icon="ui_game_symbol_boxer">

		<display_entry item="meleeWpnKnucklesT0LeatherKnuckles" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="meleeWpnKnucklesT1IronKnuckles" unlock_level="11,15,20,25,30,35"/>
		<display_entry item="meleeWpnKnucklesT3SteelKnuckles" unlock_level="36,43,51,59,67,75"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,75" value="1" tags="meleeWpnKnucklesT0LeatherKnuckles"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,75" value="1" tags="meleeWpnKnucklesT1IronKnuckles"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="36,75" value="1" tags="meleeWpnKnucklesT3SteelKnuckles"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,75" value="1,2,3,4,5,5" tags="meleeWpnKnucklesT0LeatherKnuckles"/>
			<passive_effect name="CraftingTier" operation="base_add" level="15,20,25,30,35,75" value="1,2,3,4,5,5" tags="meleeWpnKnucklesT1IronKnuckles"/>
			<passive_effect name="CraftingTier" operation="base_add" level="43,51,59,67,75" value="1,2,3,4,5" tags="meleeWpnKnucklesT3SteelKnuckles"/>
		</effect_group>
	</crafting_skill>

		<!-- *** BLADE_SKILLS -->
	<crafting_skill name="craftingBlades" max_level="75" parent="attCrafting" name_key="craftingBladesName" desc_key="craftingBladesDesc" long_desc_key="craftingBladesLongDesc" icon="ui_game_symbol_knife">

		<display_entry item="meleeWpnBladeT0BoneKnife" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="meleeWpnBladeT1HuntingKnife" unlock_level="11,15,20,25,30,35"/>
		<display_entry item="meleeWpnBladeT3Machete" unlock_level="36,43,51,59,67,75"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,75" value="1" tags="meleeWpnBladeT0BoneKnife"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,75" value="1" tags="meleeWpnBladeT1HuntingKnife"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="36,75" value="1" tags="meleeWpnBladeT3Machete"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,75" value="1,2,3,4,5,5" tags="meleeWpnBladeT0BoneKnife"/>
			<passive_effect name="CraftingTier" operation="base_add" level="15,20,25,30,35,75" value="1,2,3,4,5,5" tags="meleeWpnBladeT1HuntingKnife"/>
			<passive_effect name="CraftingTier" operation="base_add" level="43,51,59,67,75" value="1,2,3,4,5" tags="meleeWpnBladeT3Machete"/>
		</effect_group>
	</crafting_skill>

		<!-- *** CLUB_SKILLS -->
	<crafting_skill name="craftingClubs" max_level="75" parent="attCrafting" name_key="craftingClubsName" desc_key="craftingClubsDesc" long_desc_key="craftingClubsLongDesc" icon="ui_game_symbol_club">

		<display_entry item="meleeWpnClubT0WoodenClub" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="meleeWpnClubT1BaseballBat" unlock_level="11,15,20,25,30,35"/>
		<display_entry item="meleeWpnClubT3SteelClub" unlock_level="36,43,51,59,67,75"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,75" value="1" tags="meleeWpnClubT0WoodenClub"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,75" value="1" tags="meleeWpnClubT1BaseballBat"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="36,75" value="1" tags="meleeWpnClubT3SteelClub"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,75" value="1,2,3,4,5,5" tags="meleeWpnClubT0WoodenClub"/>
			<passive_effect name="CraftingTier" operation="base_add" level="15,20,25,30,35,75" value="1,2,3,4,5,5" tags="meleeWpnClubT1BaseballBat"/>
			<passive_effect name="CraftingTier" operation="base_add" level="43,51,59,67,75" value="1,2,3,4,5" tags="meleeWpnClubT3SteelClub"/>
		</effect_group>
	</crafting_skill>

		<!-- *** SLEDGEHAMMER_SKILLS -->
	<crafting_skill name="craftingSledgehammers" max_level="75" parent="attCrafting" name_key="craftingSledgehammersName" desc_key="craftingSledgehammersDesc" long_desc_key="craftingSledgehammersLongDesc" icon="ui_game_symbol_sledge">

		<display_entry item="meleeWpnSledgeT0StoneSledgehammer" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="meleeWpnSledgeT1IronSledgehammer" unlock_level="11,15,20,25,30,35"/>
		<display_entry item="meleeWpnSledgeT3SteelSledgehammer" unlock_level="36,43,51,59,67,75"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,75" value="1" tags="meleeWpnSledgeT0StoneSledgehammer"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,75" value="1" tags="meleeWpnSledgeT1IronSledgehammer"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="36,75" value="1" tags="meleeWpnSledgeT3SteelSledgehammer"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,75" value="1,2,3,4,5,5" tags="meleeWpnSledgeT0StoneSledgehammer"/>
			<passive_effect name="CraftingTier" operation="base_add" level="15,20,25,30,35,75" value="1,2,3,4,5,5" tags="meleeWpnSledgeT1IronSledgehammer"/>
			<passive_effect name="CraftingTier" operation="base_add" level="43,51,59,67,75" value="1,2,3,4,5" tags="meleeWpnSledgeT3SteelSledgehammer"/>
		</effect_group>
	</crafting_skill>

		<!-- *** BOW_SKILLS -->
	<crafting_skill name="craftingBows" max_level="75" parent="attCrafting" name_key="craftingBowsName" desc_key="craftingBowsDesc" long_desc_key="craftingBowsLongDesc" icon="ui_game_symbol_archery">

		<display_entry item="gunBowT0PrimitiveBow" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="gunBowT1WoodenBow" unlock_level="11,12,14,16,18,20"/>
		<display_entry item="gunBowT1IronCrossbow" unlock_level="21,23,26,29,32,35"/>
		<display_entry item="gunBowT3CompoundBow" unlock_level="36,39,43,47,51,55"/>
		<display_entry item="gunBowT3CompoundCrossbow" unlock_level="56,59,63,67,71,75"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="gunBowT0PrimitiveBow"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="gunBowT1WoodenBow"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="21,100" value="1" tags="gunBowT1IronCrossbow"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="36,100" value="1" tags="gunBowT3CompoundBow"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="56,100" value="1" tags="gunBowT3CompoundCrossbow"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,75" value="1,2,3,4,5,5" tags="gunBowT0PrimitiveBow"/>
			<passive_effect name="CraftingTier" operation="base_add" level="12,14,16,18,20,75" value="1,2,3,4,5,5" tags="gunBowT1WoodenBow"/>
			<passive_effect name="CraftingTier" operation="base_add" level="23,26,29,32,35,75" value="1,2,3,4,5,5" tags="gunBowT1IronCrossbow"/>
			<passive_effect name="CraftingTier" operation="base_add" level="39,43,47,51,55,75" value="1,2,3,4,5,5" tags="gunBowT3CompoundBow"/>
			<passive_effect name="CraftingTier" operation="base_add" level="59,63,67,71,75" value="1,2,3,4,5" tags="gunBowT3CompoundCrossbow"/>
		</effect_group>
	</crafting_skill>

		<!-- *** SPEAR_SKILLS -->
	<crafting_skill name="craftingSpears" max_level="75" parent="attCrafting" name_key="craftingSpearsName" desc_key="craftingSpearsDesc" long_desc_key="craftingSpearsLongDesc" icon="ui_game_symbol_spear">

		<display_entry item="meleeWpnSpearT0StoneSpear" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="meleeWpnSpearT1IronSpear" unlock_level="11,15,20,25,30,35"/>
		<display_entry item="meleeWpnSpearT3SteelSpear" unlock_level="36,43,51,59,67,75"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,75" value="1" tags="meleeWpnSpearT0StoneSpear"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,75" value="1" tags="meleeWpnSpearT1IronSpear"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="36,75" value="1" tags="meleeWpnSpearT3SteelSpear"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,75" value="1,2,3,4,5,5" tags="meleeWpnSpearT0StoneSpear"/>
			<passive_effect name="CraftingTier" operation="base_add" level="15,20,25,30,35,75" value="1,2,3,4,5,5" tags="meleeWpnSpearT1IronSpear"/>
			<passive_effect name="CraftingTier" operation="base_add" level="43,51,59,67,75" value="1,2,3,4,5" tags="meleeWpnSpearT3SteelSpear"/>
		</effect_group>
	</crafting_skill>

		<!-- *** HANDGUN_SKILLS -->
	<crafting_skill name="craftingHandguns" max_level="100" parent="attCrafting" name_key="craftingHandgunsName" desc_key="craftingHandgunsDesc" long_desc_key="craftingHandgunsLongDesc" icon="ui_game_symbol_pistol">

		<display_entry item="gunHandgunT0PipePistol" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="gunHandgunT1Pistol" unlock_level="11,13,16,19,22,25"/>
		<display_entry item="gunHandgunT2Magnum44" unlock_level="26,29,33,37,41,45"/>
		<display_entry item="gunHandgunT3SMG5" unlock_level="46,50,55,60,65,70"/>
		<display_entry item="gunHandgunT3DesertVulture" unlock_level="71,76,82,88,94,100"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="gunHandgunT0PipePistol"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="gunHandgunT1Pistol"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="gunHandgunT2Magnum44"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="46,100" value="1" tags="gunHandgunT3SMG5"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="71,100" value="1" tags="gunHandgunT3DesertVulture"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,100" value="1,2,3,4,5,5" tags="gunHandgunT0PipePistol"/>
			<passive_effect name="CraftingTier" operation="base_add" level="13,16,19,22,25,100" value="1,2,3,4,5,5" tags="gunHandgunT1Pistol"/>
			<passive_effect name="CraftingTier" operation="base_add" level="29,33,37,41,45,100" value="1,2,3,4,5,5" tags="gunHandgunT2Magnum44"/>
			<passive_effect name="CraftingTier" operation="base_add" level="50,55,60,65,70,100" value="1,2,3,4,5,5" tags="gunHandgunT3SMG5"/>
			<passive_effect name="CraftingTier" operation="base_add" level="76,82,88,94,100" value="1,2,3,4,5" tags="gunHandgunT3DesertVulture"/>
		</effect_group>
	</crafting_skill>

		<!-- *** SHOTGUN_SKILLS -->
	<crafting_skill name="craftingShotguns" max_level="100" parent="attCrafting" name_key="craftingShotgunsName" desc_key="craftingShotgunsDesc" long_desc_key="craftingShotgunsLongDesc" icon="ui_game_symbol_shotgun">

		<display_entry item="gunShotgunT0PipeShotgun" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="gunShotgunT1DoubleBarrel" unlock_level="11,13,16,19,22,25"/>
		<display_entry item="gunShotgunT2PumpShotgun" unlock_level="26,32,39,46,53,60"/>
		<display_entry item="gunShotgunT3AutoShotgun" unlock_level="61,68,76,84,92,100"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="gunShotgunT0PipeShotgun"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="gunShotgunT1DoubleBarrel"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="gunShotgunT2PumpShotgun"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="61,100" value="1" tags="gunShotgunT3AutoShotgun"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,100" value="1,2,3,4,5,5" tags="gunShotgunT0PipeShotgun"/>
			<passive_effect name="CraftingTier" operation="base_add" level="13,16,19,22,25,100" value="1,2,3,4,5,5" tags="gunShotgunT1DoubleBarrel"/>
			<passive_effect name="CraftingTier" operation="base_add" level="32,39,46,53,60,100" value="1,2,3,4,5,5" tags="gunShotgunT2PumpShotgun"/>
			<passive_effect name="CraftingTier" operation="base_add" level="68,76,84,92,100" value="1,2,3,4,5" tags="gunShotgunT3AutoShotgun"/>
		</effect_group>
	</crafting_skill>

		<!-- *** RIFLE_SKILLS -->
	<crafting_skill name="craftingRifles" max_level="100" parent="attCrafting" name_key="craftingRiflesName" desc_key="craftingRiflesDesc" long_desc_key="craftingRiflesLongDesc" icon="ui_game_symbol_long_shot">

		<display_entry item="gunRifleT0PipeRifle" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="gunRifleT1HuntingRifle" unlock_level="11,13,16,19,22,25"/>
		<display_entry item="gunRifleT2LeverActionRifle" unlock_level="26,32,39,46,53,60"/>
		<display_entry item="gunRifleT3SniperRifle" unlock_level="61,68,76,84,92,100"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="gunRifleT0PipeRifle"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="gunRifleT1HuntingRifle"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="gunRifleT2LeverActionRifle"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="61,100" value="1" tags="gunRifleT3SniperRifle"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,100" value="1,2,3,4,5,5" tags="gunRifleT0PipeRifle"/>
			<passive_effect name="CraftingTier" operation="base_add" level="13,16,19,22,25,100" value="1,2,3,4,5,5" tags="gunRifleT1HuntingRifle"/>
			<passive_effect name="CraftingTier" operation="base_add" level="32,39,46,53,60,100" value="1,2,3,4,5,5" tags="gunRifleT2LeverActionRifle"/>
			<passive_effect name="CraftingTier" operation="base_add" level="68,76,84,92,100" value="1,2,3,4,5" tags="gunRifleT3SniperRifle"/>
		</effect_group>
	</crafting_skill>

		<!-- *** MACHINE_GUN_SKILLS -->
	<crafting_skill name="craftingMachineGuns" max_level="100" parent="attCrafting" name_key="craftingMachineGunsName" desc_key="craftingMachineGunsDesc" long_desc_key="craftingMachineGunsLongDesc" icon="ui_game_symbol_rifle">

		<display_entry item="gunMGT0PipeMachineGun" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="gunMGT1AK47" unlock_level="11,13,16,19,22,25"/>
		<display_entry item="gunMGT2TacticalAR" unlock_level="26,32,39,46,53,60"/>
		<display_entry item="gunMGT3M60" unlock_level="61,68,76,84,92,100"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="gunMGT0PipeMachineGun"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="gunMGT1AK47"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="gunMGT2TacticalAR"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="61,100" value="1" tags="gunMGT3M60"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,100" value="1,2,3,4,5,5" tags="gunMGT0PipeMachineGun"/>
			<passive_effect name="CraftingTier" operation="base_add" level="13,16,19,22,25,100" value="1,2,3,4,5,5" tags="gunMGT1AK47"/>
			<passive_effect name="CraftingTier" operation="base_add" level="32,39,46,53,60,100" value="1,2,3,4,5,5" tags="gunMGT2TacticalAR"/>
			<passive_effect name="CraftingTier" operation="base_add" level="68,76,84,92,100" value="1,2,3,4,5" tags="gunMGT3M60"/>
		</effect_group>
	</crafting_skill>

		<!-- *** EXPLOSIVE_SKILLS -->
	<crafting_skill name="craftingExplosives" max_level="100" parent="attCrafting" name_key="craftingExplosivesName" desc_key="craftingExplosivesDesc" long_desc_key="craftingExplosivesLongDesc" icon="ui_game_symbol_explosion">

		<display_entry icon="thrownAmmoPipeBomb,thrownGrenade,mineCookingPot" name_key="explosivesT1-1,explosivesT1-2,explosivesT1-3" has_quality="false" unlock_level="2,5,10" >
			<unlock_entry item="thrownAmmoPipeBomb" unlock_tier="1"/>
			<unlock_entry item="thrownGrenade" unlock_tier="2"/>
			<unlock_entry item="mineCookingPot" unlock_tier="3"/>
		</display_entry>
		<display_entry icon="thrownDynamite,thrownGrenadeContact,mineHubcap" name_key="explosivesT2-1,explosivesT2-2,explosivesT2-3" has_quality="false" unlock_level="12,16,20" >
			<unlock_entry item="thrownDynamite" unlock_tier="1"/>
			<unlock_entry item="thrownGrenadeContact" unlock_tier="2"/>
			<unlock_entry item="mineHubcap" unlock_tier="3"/>
		</display_entry>
		<display_entry icon="mineAirFilter,resourceGunPowder,thrownTimedCharge" name_key="explosivesT3-1,explosivesT3-2,explosivesT3-3" has_quality="false" unlock_level="25,30,35" >
			<unlock_entry item="mineAirFilter" unlock_tier="1"/>
			<unlock_entry item="resourceGunPowderBundle" unlock_tier="2"/>
			<unlock_entry item="thrownTimedCharge" unlock_tier="3"/>
		</display_entry>
				<display_entry icon="ammoRocketFrag" name_key="explosivesT4" has_quality="false" unlock_level="45" >
			<unlock_entry item="resourceRocketTip,resourceRocketCasing,ammoRocketFrag,ammoRocketHE" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="gunExplosivesT3RocketLauncher" name_key="explosivesT5" has_quality="true" unlock_level="50,60,70,80,90,100" >
			<unlock_entry item="gunExplosivesT3RocketLauncher" unlock_tier="1"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,100" value="1" tags="thrownAmmoPipeBomb"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,100" value="1" tags="thrownGrenade"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="10,100" value="1" tags="mineCookingPot"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="12,100" value="1" tags="thrownDynamite"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="16,100" value="1" tags="thrownGrenadeContact"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="20,100" value="1" tags="mineHubcap"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="25,100" value="1" tags="mineAirFilter"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="30,100" value="1" tags="resourceGunPowderBundle"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="35,100" value="1" tags="thrownTimedCharge"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="45,100" value="1" tags="resourceRocketTip,resourceRocketCasing,ammoRocketFrag,ammoRocketHE"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="50,100" value="1" tags="gunExplosivesT3RocketLauncher"/>

			<passive_effect name="CraftingTier" operation="base_add" level="60,70,80,90,100" value="1,2,3,4,5" tags="gunExplosivesT3RocketLauncher"/>

		</effect_group>
	</crafting_skill>

		<!-- *** ROBOTIC_SKILLS -->
	<crafting_skill name="craftingRobotics" max_level="100" parent="attCrafting" name_key="craftingRoboticsName" desc_key="craftingRoboticsDesc" long_desc_key="craftingRoboticsLongDesc" icon="ui_game_symbol_junk_turret">

		<display_entry item="meleeWpnBatonT0PipeBaton" unlock_level="1,2,4,6,8,10"/>
		<display_entry item="gunBotT1JunkSledge" unlock_level="11,13,16,19,22,25"/>
		<display_entry item="meleeWpnBatonT2StunBaton" unlock_level="26,30,35,40,45,50"/>
		<display_entry item="gunBotT2JunkTurret" unlock_level="51,55,60,65,70,75"/>
		<display_entry item="gunBotT3JunkDrone" unlock_level="76,80,85,90,95,100"/>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="meleeWpnBatonT0PipeBaton"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="gunBotT1JunkSledge"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="meleeWpnBatonT2StunBaton"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="51,100" value="1" tags="gunBotT2JunkTurret"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="76,100" value="1" tags="gunBotT3JunkDrone"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,100" value="1,2,3,4,5,5" tags="meleeWpnBatonT0PipeBaton"/>
			<passive_effect name="CraftingTier" operation="base_add" level="13,16,19,22,25,100" value="1,2,3,4,5,5" tags="gunBotT1JunkSledge"/>
			<passive_effect name="CraftingTier" operation="base_add" level="30,35,40,45,50,100" value="1,2,3,4,5,5" tags="meleeWpnBatonT2StunBaton"/>
			<passive_effect name="CraftingTier" operation="base_add" level="55,60,65,70,75,100" value="1,2,3,4,5,5" tags="gunBotT2JunkTurret"/>
			<passive_effect name="CraftingTier" operation="base_add" level="80,85,90,95,100" value="1,2,3,4,5" tags="gunBotT3JunkDrone"/>
		</effect_group>
	</crafting_skill>

		<!-- *** ARMOR_SKILLS -->
	<crafting_skill name="craftingArmor" max_level="100" parent="attCrafting" name_key="craftingArmorName" desc_key="craftingArmorDesc" long_desc_key="craftingArmorLongDesc" icon="ui_game_symbol_armor_iron">

		<display_entry icon="armorPrimitiveHelmet" name_key="armorT1" has_quality="true" unlock_level="1,2,4,6,8,10">
			<unlock_entry item="armorPrimitiveOutfit" unlock_tier="1" recipes="armorPrimitiveMaster,armorPrimitiveHelmet,armorPrimitiveOutfit,armorPrimitiveGloves,armorPrimitiveBoots"/>
		</display_entry>
		<display_entry icon="armorLumberjackHelmet" name_key="armorT2" has_quality="true" unlock_level="11,20,40,60,80,100">
			<unlock_entry item="armorLumberjackOutfit,armorPreacherOutfit,armorRogueOutfit,armorAthleticOutfit,armorEnforcerOutfit" unlock_tier="1" recipes="armorLightMaster,armorLumberjackHelmet,armorLumberjackOutfit,armorLumberjackGloves,armorLumberjackBoots,armorPreacherHelmet,armorPreacherOutfit,armorPreacherGloves,armorPreacherBoots,armorRogueHelmet,armorRogueOutfit,armorRogueGloves,armorRogueBoots,armorAthleticHelmet,armorAthleticOutfit,armorAthleticGloves,armorAthleticBoots,armorEnforcerHelmet,armorEnforcerOutfit,armorEnforcerGloves,armorEnforcerBoots"/>
		</display_entry>
		<display_entry icon="armorAssassinHelmet" name_key="armorT3" has_quality="true" unlock_level="11,20,40,60,80,100">
			<unlock_entry item="armorFarmerOutfit,armorBikerOutfit,armorScavengerOutfit,armorRangerOutfit,armorCommandoOutfit,armorAssassinOutfit" unlock_tier="1" recipes="armorMediumMaster,armorFarmerHelmet,armorFarmerOutfit,armorFarmerGloves,armorFarmerBoots,armorBikerHelmet,armorBikerOutfit,armorBikerGloves,armorBikerBoots,armorScavengerHelmet,armorScavengerOutfit,armorScavengerGloves,armorScavengerBoots,armorRangerHelmet,armorRangerOutfit,armorRangerGloves,armorRangerBoots,armorCommandoHelmet,armorCommandoOutfit,armorCommandoGloves,armorCommandoBoots,armorAssassinHelmet,armorAssassinOutfit,armorAssassinGloves,armorAssassinBoots"/>
		</display_entry>
		<display_entry icon="armorRaiderHelmet" name_key="armorT4" has_quality="true" unlock_level="11,20,40,60,80,100">
			<unlock_entry item="armorMinerOutfit,armorNomadOutfit,armorNerdOutfit,armorRaiderOutfit" unlock_tier="1" recipes="armorHeavyMaster,armorMinerHelmet,armorMinerOutfit,armorMinerGloves,armorMinerBoots,armorNomadHelmet,armorNomadOutfit,armorNomadGloves,armorNomadBoots,armorNerdHelmet,armorNerdOutfit,armorNerdGloves,armorNerdBoots,armorRaiderHelmet,armorRaiderOutfit,armorRaiderGloves,armorRaiderBoots"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,100" value="1" tags="armorPrimitiveMaster,armorPrimitiveHelmet,armorPrimitiveOutfit,armorPrimitiveGloves,armorPrimitiveBoots"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="armorLightMaster,armorMediumMaster,armorHeavyMaster,armorLumberjackHelmet,armorLumberjackOutfit,armorLumberjackGloves,armorLumberjackBoots,armorPreacherHelmet,armorPreacherOutfit,armorPreacherGloves,armorPreacherBoots,armorRogueHelmet,armorRogueOutfit,armorRogueGloves,armorRogueBoots,armorAthleticHelmet,armorAthleticOutfit,armorAthleticGloves,armorAthleticBoots,armorEnforcerHelmet,armorEnforcerOutfit,armorEnforcerGloves,armorEnforcerBoots,armorFarmerHelmet,armorFarmerOutfit,armorFarmerGloves,armorFarmerBoots,armorBikerHelmet,armorBikerOutfit,armorBikerGloves,armorBikerBoots,armorScavengerHelmet,armorScavengerOutfit,armorScavengerGloves,armorScavengerBoots,armorRangerHelmet,armorRangerOutfit,armorRangerGloves,armorRangerBoots,armorCommandoHelmet,armorCommandoOutfit,armorCommandoGloves,armorCommandoBoots,armorAssassinHelmet,armorAssassinOutfit,armorAssassinGloves,armorAssassinBoots,armorMinerHelmet,armorMinerOutfit,armorMinerGloves,armorMinerBoots,armorNomadHelmet,armorNomadOutfit,armorNomadGloves,armorNomadBoots,armorNerdHelmet,armorNerdOutfit,armorNerdGloves,armorNerdBoots,armorRaiderHelmet,armorRaiderOutfit,armorRaiderGloves,armorRaiderBoots"/>

			<passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,100" value="1,2,3,4,5,5" tags="armorPrimitiveMaster,armorPrimitiveHelmet,armorPrimitiveOutfit,armorPrimitiveGloves,armorPrimitiveBoots"/>
			<passive_effect name="CraftingTier" operation="base_add" level="20,40,60,80,100" value="1,2,3,4,5" tags="armorLightMaster,armorMediumMaster,armorHeavyMaster,armorLumberjackHelmet,armorLumberjackOutfit,armorLumberjackGloves,armorLumberjackBoots,armorPreacherHelmet,armorPreacherOutfit,armorPreacherGloves,armorPreacherBoots,armorRogueHelmet,armorRogueOutfit,armorRogueGloves,armorRogueBoots,armorAthleticHelmet,armorAthleticOutfit,armorAthleticGloves,armorAthleticBoots,armorEnforcerHelmet,armorEnforcerOutfit,armorEnforcerGloves,armorEnforcerBoots,armorFarmerHelmet,armorFarmerOutfit,armorFarmerGloves,armorFarmerBoots,armorBikerHelmet,armorBikerOutfit,armorBikerGloves,armorBikerBoots,armorScavengerHelmet,armorScavengerOutfit,armorScavengerGloves,armorScavengerBoots,armorRangerHelmet,armorRangerOutfit,armorRangerGloves,armorRangerBoots,armorCommandoHelmet,armorCommandoOutfit,armorCommandoGloves,armorCommandoBoots,armorAssassinHelmet,armorAssassinOutfit,armorAssassinGloves,armorAssassinBoots,armorMinerHelmet,armorMinerOutfit,armorMinerGloves,armorMinerBoots,armorNomadHelmet,armorNomadOutfit,armorNomadGloves,armorNomadBoots,armorNerdHelmet,armorNerdOutfit,armorNerdGloves,armorNerdBoots,armorRaiderHelmet,armorRaiderOutfit,armorRaiderGloves,armorRaiderBoots"/>
		</effect_group>
	</crafting_skill>

		<!-- *** MEDICAL_SKILLS -->
	<crafting_skill name="craftingMedical" max_level="75" parent="attCrafting" name_key="craftingMedicalName" desc_key="craftingMedicalDesc" long_desc_key="craftingMedicalLongDesc" icon="ui_game_symbol_medical">

		<display_entry icon="medicalFirstAidBandage,drugFortBites" name_key="medicalT1-1,medicalT1-2" has_quality="false" unlock_level="5,10" >
			<unlock_entry item="medicalFirstAidBandage" unlock_tier="1"/>
			<unlock_entry item="drugFortBites" unlock_tier="2"/>
		</display_entry>
		<display_entry icon="medicalPlasterCast,drugHerbalAntibiotics,drugRecog" name_key="medicalT2-1,medicalT2-2,medicalT2-3" has_quality="false" unlock_level="20,30,40" >
			<unlock_entry item="medicalPlasterCast" unlock_tier="1"/>
			<unlock_entry item="drugHerbalAntibiotics" unlock_tier="2"/>
			<unlock_entry item="drugRecog" unlock_tier="3"/>
		</display_entry>
		<display_entry icon="medicalFirstAidKit,drugAntibiotics,drugSteroids" name_key="medicalT3-1,medicalT3-2,medicalT3-3" has_quality="false" unlock_level="50,60,75" >
			<unlock_entry item="medicalFirstAidKit" unlock_tier="1"/>
			<unlock_entry item="drugAntibiotics" unlock_tier="2"/>
			<unlock_entry item="drugSteroids" unlock_tier="3"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,100" value="1" tags="medicalFirstAidBandage"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="10,100" value="1" tags="drugFortBites"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="20,100" value="1" tags="medicalPlasterCast"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="30,100" value="1" tags="drugHerbalAntibiotics"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="40,100" value="1" tags="drugRecog"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="50,100" value="1" tags="medicalFirstAidKit"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="60,100" value="1" tags="drugAntibiotics"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="75,100" value="1" tags="drugSteroids"/>
		</effect_group>
	</crafting_skill>

		<!-- *** FOOD_SKILLS -->
	<crafting_skill name="craftingFood" max_level="100" parent="attCrafting" name_key="craftingFoodName" desc_key="craftingFoodDesc" long_desc_key="craftingFoodLongDesc" icon="ui_game_symbol_fork">

		<display_entry icon="foodCornOnTheCob,foodCornBread,foodGrilledMeat,foodBoiledMeat,foodBaconAndEggs" name_key="foodT1-1,foodT1-2,foodT1-3,foodT1-4,foodT1-5" has_quality="false" unlock_level="2,4,6,8,10" >
			<unlock_entry item="foodCornOnTheCob,foodBakedPotato" unlock_tier="1"/>
			<unlock_entry item="foodCornBread,drinkJarGoldenRodTea" unlock_tier="2"/>
			<unlock_entry item="foodGrilledMeat,drinkJarRedTea" unlock_tier="3"/>
			<unlock_entry item="foodBoiledMeat,drinkJarYuccaJuice" unlock_tier="4"/>
			<unlock_entry item="foodBaconAndEggs,drinkJarCoffee" unlock_tier="5"/>
		</display_entry>
		<display_entry icon="foodPumpkinBread,foodPumpkinPie,foodPumpkinCheesecake,foodMeatStew,foodSteakAndPotato" name_key="foodT2-1,foodT2-2,foodT2-3,foodT2-4,foodT2-5" has_quality="false" unlock_level="11,14,18,22,26" >
			<unlock_entry item="foodPumpkinBread,foodBlueberryPie" unlock_tier="1"/>
			<unlock_entry item="foodPumpkinPie,drinkJarHoneyTea" unlock_tier="2"/>
			<unlock_entry item="foodPumpkinCheesecake" unlock_tier="3"/>
			<unlock_entry item="foodVegetableStew,foodMeatStew" unlock_tier="4"/>
			<unlock_entry item="foodSteakAndPotato" unlock_tier="5"/>
		</display_entry>
		<display_entry icon="drinkYuccaJuiceSmoothie,foodHoboStew,foodFishTacos,foodChiliDog,foodShamChowder" name_key="foodT3-1,foodT3-2,foodT3-3,foodT3-4,foodT3-5" has_quality="false" unlock_level="27,35,43,51,59" >
			<unlock_entry item="drinkYuccaJuiceSmoothie,drinkJarBeer" unlock_tier="1"/>
			<unlock_entry item="foodHoboStew" unlock_tier="2"/>
			<unlock_entry item="foodFishTacos" unlock_tier="3"/>
			<unlock_entry item="foodChiliDog" unlock_tier="4"/>
			<unlock_entry item="foodShamChowder,foodHoneyGlazedSham" unlock_tier="5"/>
		</display_entry>
		<display_entry icon="foodTunaFishGravyToast,foodShepardsPie,drinkJarGrandpasLearningElixir,foodSpaghetti,foodGumboStew" name_key="foodT4-1,foodT4-2,foodT4-3,foodT4-4,foodT4-5" has_quality="false" unlock_level="60,70,80,90,100" >
			<unlock_entry item="foodTunaFishGravyToast,drinkJarGrandpasAwesomeSauce" unlock_tier="1"/>
			<unlock_entry item="foodShepardsPie,drinkJarGrandpasMoonshine" unlock_tier="2"/>
			<unlock_entry item="drinkJarGrandpasLearningElixir,foodHoneyBrisket" unlock_tier="3"/>
			<unlock_entry item="foodSpaghetti" unlock_tier="4"/>
			<unlock_entry item="foodGumboStew" unlock_tier="5"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,100" value="1" tags="foodCornOnTheCob,foodBakedPotato"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,100" value="1" tags="foodCornBread,drinkJarGoldenRodTea"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="6,100" value="1" tags="foodGrilledMeat,drinkJarRedTea"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="8,100" value="1" tags="foodBoiledMeat,drinkJarYuccaJuice"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="10,100" value="1" tags="foodBaconAndEggs,drinkJarCoffee"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="foodPumpkinBread,foodBlueberryPie"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="14,100" value="1" tags="foodPumpkinPie,drinkJarHoneyTea"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="18,100" value="1" tags="foodPumpkinCheesecake"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="22,100" value="1" tags="foodVegetableStew,foodMeatStew"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="foodSteakAndPotato"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="27,100" value="1" tags="drinkYuccaJuiceSmoothie,drinkJarBeer"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="35,100" value="1" tags="foodHoboStew"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="43,100" value="1" tags="foodFishTacos"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="51,100" value="1" tags="foodChiliDog"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="59,100" value="1" tags="foodShamChowder,foodHoneyGlazedSham"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="60,100" value="1" tags="foodTunaFishGravyToast,drinkJarGrandpasAwesomeSauce"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="70,100" value="1" tags="foodShepardsPie,drinkJarGrandpasMoonshine"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="80,100" value="1" tags="drinkJarGrandpasLearningElixir,foodHoneyBrisket"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="90,100" value="1" tags="foodSpaghetti"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="100,100" value="1" tags="foodGumboStew"/>
		</effect_group>
	</crafting_skill>

		<!-- *** SEED_SKILLS -->
	<crafting_skill name="craftingSeeds" max_level="20" parent="attCrafting" name_key="craftingSeedsName" desc_key="craftingSeedsDesc" long_desc_key="craftingSeedsLongDesc" icon="ui_game_symbol_crops">

		<display_entry icon="plantedCotton1,plantedGoldenrod1,plantedCoffee1,plantedYucca1,plantedAloe1" name_key="seedsT1-1,seedsT1-2,seedsT1-3,seedsT1-4,seedsT1-5" has_quality="false" unlock_level="2,4,6,8,10" >
			<unlock_entry item="plantedCotton1" unlock_tier="1"/>
			<unlock_entry item="plantedGoldenrod1,plantedChrysanthemum1" unlock_tier="2"/>
			<unlock_entry item="plantedCoffee1" unlock_tier="3"/>
			<unlock_entry item="plantedYucca1" unlock_tier="4"/>
			<unlock_entry item="plantedAloe1" unlock_tier="5"/>
		</display_entry>
		<display_entry icon="plantedBlueberry1,plantedPumpkin1,plantedMushroom1,plantedCorn1,plantedPotato1" name_key="seedsT2-1,seedsT2-2,seedsT2-3,seedsT2-4,seedsT2-5" has_quality="false" unlock_level="12,14,16,18,20" >
			<unlock_entry item="plantedBlueberry1,plantedHop1" unlock_tier="1"/>
			<unlock_entry item="plantedPumpkin1" unlock_tier="2"/>
			<unlock_entry item="plantedMushroom1" unlock_tier="3"/>
			<unlock_entry item="plantedCorn1" unlock_tier="4"/>
			<unlock_entry item="plantedPotato1" unlock_tier="5"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,100" value="1" tags="plantedCotton1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,100" value="1" tags="plantedGoldenrod1,plantedChrysanthemum1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="6,100" value="1" tags="plantedCoffee1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="8,100" value="1" tags="plantedYucca1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="10,100" value="1" tags="plantedAloe1"/>

			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="12,100" value="1" tags="plantedBlueberry1,plantedHop1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="14,100" value="1" tags="plantedPumpkin1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="16,100" value="1" tags="plantedMushroom1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="18,100" value="1" tags="plantedCorn1"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="20,100" value="1" tags="plantedPotato1"/>
		</effect_group>
	</crafting_skill>

		<!-- *** ELECTRICIAN_SKILLS -->
	<crafting_skill name="craftingElectrician" max_level="100" parent="attCrafting" name_key="craftingElectricianName" desc_key="craftingElectricianDesc" long_desc_key="craftingElectricianLongDesc" icon="ui_game_symbol_electric_generator">

		<display_entry icon="generatorBankA" name_key="electricianT1" has_quality="false" unlock_level="25" >
			<unlock_entry item="generatorbank,electricwirerelay,switch,tripwirepost,ceilingLight01_player,industrialLight01_player,industrialLight02_player,ceilingLight07_player" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="motionsensor" name_key="electricianT2" has_quality="false" unlock_level="45" >
			<unlock_entry item="motionsensor,electrictimerrelay,pressureplate,pressureplateLong,spotlightPlayer,speaker" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="batterybank" name_key="electricianT3" has_quality="false" unlock_level="55" >
			<unlock_entry item="batterybank,vaultDoor01_Powered,vaultDoor01Double_Powered,vaultHatch01_Powered,ironGarageDoor_PoweredBlockVariantHelper,woodenGarageDoor3x3_PoweredBlockVariantHelper,woodenGarageDoor4x3_PoweredBlockVariantHelper,woodenGarageDoor5x3_PoweredBlockVariantHelper,steelGarageDoor3x3_PoweredBlockVariantHelper,steelGarageDoor4x3_PoweredBlockVariantHelper,steelGarageDoor5x3_PoweredBlockVariantHelper,metalReinforcedWoodDrawBridgePowered" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="carBattery" name_key="electricianT4" has_quality="true" unlock_level="55,60,70,80,90,100" >
			<unlock_entry item="carBattery" unlock_tier="1"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="25,100" value="1" tags="generatorbank,electricwirerelay,switch,tripwirepost,ceilingLight01_player,industrialLight01_player,industrialLight02_player,ceilingLight07_player"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="45,100" value="1" tags="motionsensor,electrictimerrelay,pressureplate,pressureplateLong,spotlightPlayer,speaker"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="55,100" value="1" tags="batterybank,vaultDoor01_Powered,vaultDoor01Double_Powered,vaultHatch01_Powered,ironGarageDoor_PoweredBlockVariantHelper,woodenGarageDoor3x3_PoweredBlockVariantHelper,woodenGarageDoor4x3_PoweredBlockVariantHelper,woodenGarageDoor5x3_PoweredBlockVariantHelper,steelGarageDoor3x3_PoweredBlockVariantHelper,steelGarageDoor4x3_PoweredBlockVariantHelper,steelGarageDoor5x3_PoweredBlockVariantHelper,metalReinforcedWoodDrawBridgePowered"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="55,100" value="1" tags="carBattery"/>

			<passive_effect name="CraftingTier" operation="base_add" level="60,70,80,90,100" value="1,2,3,4,5" tags="carBattery"/>

		</effect_group>
	</crafting_skill>

		<!-- *** TRAP_SKILLS -->
	<crafting_skill name="craftingTraps" max_level="75" parent="attCrafting" name_key="craftingTrapsName" desc_key="craftingTrapsDesc" long_desc_key="craftingTrapsLongDesc" icon="ui_game_symbol_electric_turret">

		<display_entry icon="bladeTrap" name_key="trapsT1" has_quality="false" unlock_level="25" >
			<unlock_entry item="electricfencepost,dartTrap,bladeTrap" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="shotgunTurret" name_key="trapsT2" has_quality="false" unlock_level="50" >
			<unlock_entry item="shotgunTurret" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="autoTurret" name_key="trapsT3" has_quality="false" unlock_level="75" >
			<unlock_entry item="autoTurret" unlock_tier="1"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="25,100" value="1" tags="electricfencepost,dartTrap,bladeTrap"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="50,100" value="1" tags="shotgunTurret"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="75,100" value="1" tags="autoTurret"/>
		</effect_group>
	</crafting_skill>

		<!-- *** WORKSTATION_SKILLS -->
	<crafting_skill name="craftingWorkstations" max_level="75" parent="attCrafting" name_key="craftingWorkstationsName" desc_key="craftingWorkstationsDesc" long_desc_key="craftingWorkstationsLongDesc" icon="ui_game_symbol_workbench">

		<display_entry icon="forge,toolBellows,workbench,resourceLockPick" name_key="workstationsT1-1,workstationsT1-3,workstationsT1-4,workstationsT1-5" has_quality="false" unlock_level="4,8,10,12">
			<unlock_entry item="forge" unlock_tier="1"/>
			<!-- <unlock_entry item="cntChickenCoop" unlock_tier="2"/> --><!-- Planning for level 6 and workstationsT1-2 -->
			<unlock_entry item="toolBellows" unlock_tier="2"/>
			<unlock_entry item="workbench" unlock_tier="3"/>
			<unlock_entry item="resourceLockPick" unlock_tier="4"/>
			<!-- <unlock_entry item="toolHeatLamp" unlock_tier="6"/> --><!-- Planning for level 14 and workstationsT1-6 -->
		</display_entry>
		<display_entry icon="cntDewCollector,toolAnvil,toolDewGatherer" name_key="workstationsT2-1,workstationsT2-3,workstationsT2-6" has_quality="false" unlock_level="16,20,26">
			<unlock_entry item="cntDewCollector" unlock_tier="1"/>
			<!-- <unlock_entry item="toolNestingBox" unlock_tier="2"/> --><!-- Planning for level 18 and workstationsT2-2 -->
			<unlock_entry item="toolAnvil" unlock_tier="2"/>
			<!-- <unlock_entry item="toolToolbox" unlock_tier="4"/> --><!-- Planning for level 22 and workstationsT2-4-->
			<!-- <unlock_entry item="toolChickenRun" unlock_tier="5"/> --><!-- Planning for level 24 and workstationsT2-5 -->
			<unlock_entry item="toolDewGatherer" unlock_tier="3"/>
		</display_entry>
		<display_entry icon="cntApiary,toolDewTarp,cementMixer" name_key="workstationsT3-2,workstationsT3-3,workstationsT3-4" has_quality="false" unlock_level="30,32,34">
			<!-- <unlock_entry item="toolVise" unlock_tier="1"/> --><!-- Planning for level 28 and workstationsT3-1 -->
			<unlock_entry item="cntApiary" unlock_tier="1"/>
			<unlock_entry item="toolDewTarp" unlock_tier="2"/>
			<unlock_entry item="cementMixer" unlock_tier="3"/>
			<!-- <unlock_entry item="toolReloadPress" unlock_tier="5"/> --><!-- Planning for level 36 and workstationsT3-5 -->
			<!-- <unlock_entry item="toolEngineUpgrade" unlock_tier="6"/> --><!-- Planning for level 38 and workstationsT3-6 -->
		</display_entry>
		<display_entry icon="toolApiaryExtractor,toolApiaryBroodBox,resourceWaterFilter,chemistryStation" name_key="workstationsT4-1,workstationsT4-3,workstationsT4-5,workstationsT4-6" has_quality="false" unlock_level="40,44,48,50">
			<unlock_entry item="toolApiaryExtractor" unlock_tier="1"/>
			<!-- <unlock_entry item="toolRockCrusher" unlock_tier="2"/> --><!-- Planning for level 42 and workstationsT4-2 -->
			<unlock_entry item="toolApiaryBroodBox" unlock_tier="2"/>
			<!-- <unlock_entry item="toolMixerBlade" unlock_tier="4"/> --><!-- Planning for level 46 and workstationsT4-4 -->
			<unlock_entry item="toolDewFilter" unlock_tier="3"/>
			<unlock_entry item="chemistryStation" unlock_tier="4"/>
		</display_entry>
		<display_entry icon="toolApiarySmoker,toolForgeCrucible" name_key="workstationsT5-2,workstationsT5-5" has_quality="false" unlock_level="56,75">
			<!-- <unlock_entry item="toolGlassware" unlock_tier="1"/> --><!-- Planning for level 54 and workstationsT5-1 -->
			<unlock_entry item="toolApiarySmoker" unlock_tier="1"/>
			<!-- <unlock_entry item="toolAdvancedBurner" unlock_tier="3"/> --><!-- Planning for level 60 and workstationsT5-3 -->
			<!-- <unlock_entry item="toolBunsenBurner" unlock_tier="4"/> --><!-- Planning for level 66 and workstationsT5-4 -->
			<unlock_entry item="toolForgeCrucible" unlock_tier="2"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,100" value="1" tags="forge"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="8,100" value="1" tags="toolBellows"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="10,100" value="1" tags="workbench"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="12,100" value="1" tags="resourceLockPick"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="16,100" value="1" tags="cntDewCollector"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="20,100" value="1" tags="toolAnvil"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="26,100" value="1" tags="toolDewGatherer"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="30,100" value="1" tags="cntApiary"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="32,100" value="1" tags="toolDewTarp"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="34,100" value="1" tags="cementMixer"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="40,100" value="1" tags="toolApiaryExtractor"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="44,100" value="1" tags="toolApiaryBroodBox"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="48,100" value="1" tags="toolDewFilter"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="50,100" value="1" tags="chemistryStation"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="56,100" value="1" tags="toolApiarySmoker"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="75,100" value="1" tags="toolForgeCrucible"/>
		</effect_group>
	</crafting_skill>

		<!-- *** VEHICLE_SKILLS -->
	<crafting_skill name="craftingVehicles" max_level="100" parent="attCrafting" name_key="craftingVehiclesName" desc_key="craftingVehiclesDesc" long_desc_key="craftingVehiclesLongDesc" icon="ui_game_symbol_4x4">

		<display_entry icon="vehicleBicyclePlaceable" name_key="vehiclesT1" has_quality="false" unlock_level="5" >
			<unlock_entry item="vehicleBicycleChassis,vehicleBicycleHandlebars,vehicleWheels" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="vehicleMinibikePlaceable" name_key="vehiclesT2" has_quality="false" unlock_level="20" >
			<unlock_entry item="vehicleMinibikeChassis,vehicleMinibikeHandlebars,resourceOil,ammoGasCan" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="vehicleMotorcyclePlaceable" name_key="vehiclesT3" has_quality="false" unlock_level="45" >
			<unlock_entry item="vehicleMotorcycleChassis,vehicleMotorcycleHandlebars,ammoGasCanBundle" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="vehicleTruck4x4Placeable" name_key="vehiclesT4" has_quality="false" unlock_level="70" >
			<unlock_entry item="vehicleTruck4x4Chassis,vehicleTruck4x4Accessories" unlock_tier="1"/>
		</display_entry>
		<display_entry icon="vehicleGyrocopterPlaceable" name_key="vehiclesT5" has_quality="false" unlock_level="100" >
			<unlock_entry item="vehicleGyroCopterChassis,vehicleGyroCopterAccessories" unlock_tier="1"/>
		</display_entry>

		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,100" value="1" tags="vehicleBicycleChassis,vehicleBicycleHandlebars,vehicleWheels"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="20,100" value="1" tags="vehicleMinibikeChassis,vehicleMinibikeHandlebars,resourceOil,ammoGasCan"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="45,100" value="1" tags="vehicleMotorcycleChassis,vehicleMotorcycleHandlebars,ammoGasCanBundle"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="70,100" value="1" tags="vehicleTruck4x4Chassis,vehicleTruck4x4Accessories"/>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="100,100" value="1" tags="vehicleGyroCopterChassis,vehicleGyroCopterAccessories"/>

		</effect_group>
	</crafting_skill>

</crafting_skills>

					<!-- *** -->

<perks min_level="0" max_level="5" base_skill_point_cost="1" cost_multiplier_per_level="1" max_level_ratio_to_parent="5">

<!-- *** PERCEPTION:COMBAT_PERKS -->
		<!-- *** DEAD_EYE -->
	<perk name="perkDeadEye" parent="skillPerceptionCombat" name_key="perkDeadEyeName" desc_key="perkDeadEyeDesc" icon="ui_game_symbol_map_cursor">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkDeadEye"/>
			<passive_effect name="WeaponHandling" operation="perc_add" level="1,2,3,4,5" value=".1,.2,.32,.45,.60" tags="perkDeadEye"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="1,5" value="0.1,0.3" tags="perkDeadEye"/>

			<!-- Increase the chance to find rifles and ammo with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="rifleSkill"/>
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="ammo762mm"/>

			<!-- Increase the chance to find rifle crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="riflesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRifles" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once rifle crafting skill reaches 100, set the probability bonus of finding rifle crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="riflesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRifles" operation="Equals" value="100"/>
			</passive_effect>

			<!-- Increase the chance to find Sniper books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="sniperProb">
				<requirement name="ProgressionLevel" progression_name="perkSniperComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Sniper books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="sniperProb">
				<requirement name="ProgressionLevel" progression_name="perkSniperComplete" operation="Equals" value="1"/>
			</passive_effect>
			
			<!--
			head,arm,leg" are already set up as FastTags so may need to add "chest" to avoid weird cases.
			Would be used like:
			<effect_group name="cripple Proc">
				<requirement name="HitLocation" body_parts="xxleg,secondary"/>
			-->
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkDeadEye"/>
			<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="GTE" value="3"/>
				<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffDeadEye"/>
				<!-- aiming stamina buff in buffHoldBreathAiming01 -->

			<effect_description level="1" desc_key="perkDeadEyeRank1Desc" long_desc_key="perkDeadEyeRank1LongDesc" desc_base="Non localized modder descriptions go here"/>
			<effect_description level="2" desc_key="perkDeadEyeRank2Desc" long_desc_key="perkDeadEyeRank2LongDesc"/>
			<effect_description level="3" desc_key="perkDeadEyeRank3Desc" long_desc_key="perkDeadEyeRank3LongDesc"/>
			<effect_description level="4" desc_key="perkDeadEyeRank4Desc" long_desc_key="perkDeadEyeRank4LongDesc"/>
			<effect_description level="5" desc_key="perkDeadEyeRank5Desc" long_desc_key="perkDeadEyeRank5LongDesc"/>
		</effect_group>

	</perk>

		<!-- *** DEMOLITIONS_EXPERT -->
	<perk name="perkDemolitionsExpert" parent="skillPerceptionCombat" name_key="perkDemolitionsExpertName" desc_key="perkDemolitionsExpertDesc" icon="ui_game_symbol_explosion">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements>

		<effect_group>
			<!-- Increase the chance to find explosives with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="explosivesSkill"/>

			<!-- Increase the chance to find explosive crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="explosivesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingExplosives" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once explosive crafting skill reaches 100, set the probability bonus of finding explosive crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="explosivesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingExplosives" operation="Equals" value="100"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<passive_effect name="DismemberChance" operation="base_add" level="1,2,3,4,5" value=".05,.1,.2,.3,.45" tags="perkDemolitionsExpert"/>
			<passive_effect name="ExplosionBlockDamage" operation="perc_add" level="0,5" value="0,.5" tags="perkDemolitionsExpert"/>
			<passive_effect name="ExplosionEntityDamage" operation="perc_add" level="0,5" value="0,.5" tags="perkDemolitionsExpert"/>
			<passive_effect name="WeaponHandling" operation="perc_add" level="1,5" value="0.1,0.5" tags="perkDemolitionsExpert"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="1,5" value="0.15,0.35" tags="perkDemolitionsExpert"/>

			<effect_description level="1" desc_key="perkDemolitionsExpertRank1Desc" long_desc_key="perkDemolitionsExpertRank1LongDesc"/>
			<effect_description level="2" desc_key="perkDemolitionsExpertRank2Desc" long_desc_key="perkDemolitionsExpertRank2LongDesc"/>
			<effect_description level="3" desc_key="perkDemolitionsExpertRank3Desc" long_desc_key="perkDemolitionsExpertRank3LongDesc"/>
			<effect_description level="4" desc_key="perkDemolitionsExpertRank4Desc" long_desc_key="perkDemolitionsExpertRank4LongDesc"/>
			<effect_description level="5" desc_key="perkDemolitionsExpertRank5Desc" long_desc_key="perkDemolitionsExpertRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** JAVELIN_MASTER -->
	<perk name="perkJavelinMaster" parent="skillPerceptionCombat" name_key="perkJavelinMasterName" desc_key="perkJavelinMasterDesc" icon="ui_game_symbol_spear">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkJavelinMaster"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkJavelinMaster"/>

			<!-- Increase the chance to find spears with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="spearSkill"/>

			<!-- Increase the chance to find spear crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="spearsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSpears" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once spear crafting skill reaches 75, set the probability bonus of finding spear crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="spearsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSpears" operation="Equals" value="75"/>
			</passive_effect>

			<!-- Increase the chance to find Spear Hunter books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="spearHunterProb">
				<requirement name="ProgressionLevel" progression_name="perkSpearHunter8Complete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Spear Hunter books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="spearHunterProb">
				<requirement name="ProgressionLevel" progression_name="perkSpearHunter8Complete" operation="Equals" value="1"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkJavelinMasterRank1Desc" long_desc_key="perkJavelinMasterRank1LongDesc"/>
			<effect_description level="2" desc_key="perkJavelinMasterRank2Desc" long_desc_key="perkJavelinMasterRank2LongDesc"/>
			<effect_description level="3" desc_key="perkJavelinMasterRank3Desc" long_desc_key="perkJavelinMasterRank3LongDesc"/>
			<effect_description level="4" desc_key="perkJavelinMasterRank4Desc" long_desc_key="perkJavelinMasterRank4LongDesc"/>
			<effect_description level="5" desc_key="perkJavelinMasterRank5Desc" long_desc_key="perkJavelinMasterRank5LongDesc"/>
		</effect_group>

		<!-- JAVELIN_MASTER:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkJavelinMaster"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>

			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="10" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="20" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="30" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="5"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkJavelinMaster"/>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffInjuryCrippled01">
					<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="1"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffInjuryCrippled01">
					<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="2"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="40"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffInjuryCrippled01">
					<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="3"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="60"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffInjuryCrippled01">
					<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="4"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="80"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffInjuryCrippled01">
					<requirement name="ProgressionLevel" progression_name="perkJavelinMaster" operation="Equals" value="5"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
				</triggered_effect>
		</effect_group>
	</perk>

		<!-- *** FLURRY_OF_PERCEPTION -->
	<perk name="perkFlurryOfPerception" parent="skillPerceptionCombat" name_key="perkFlurryOfPerceptionName" desc_key="perkFlurryOfPerceptionDesc" icon="ui_game_symbol_knunchuck">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="2" desc_key="reqPerceptionLevel02"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="4" desc_key="reqPerceptionLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="6" desc_key="reqPerceptionLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="8" desc_key="reqPerceptionLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkFlurryOfPerception"/>
				<passive_effect name="AttacksPerMinute" operation="perc_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25" tags="perkFlurryOfPerception"/>
			<effect_description level="1" desc_key="perkFlurryOfPerceptionRank1Desc" long_desc_key="perkFlurryOfPerceptionRank1LongDesc"/>
			<effect_description level="2" desc_key="perkFlurryOfPerceptionRank2Desc" long_desc_key="perkFlurryOfPerceptionRank2LongDesc"/>
			<effect_description level="3" desc_key="perkFlurryOfPerceptionRank3Desc" long_desc_key="perkFlurryOfPerceptionRank3LongDesc"/>
			<effect_description level="4" desc_key="perkFlurryOfPerceptionRank4Desc" long_desc_key="perkFlurryOfPerceptionRank4LongDesc"/>
			<effect_description level="5" desc_key="perkFlurryOfPerceptionRank5Desc" long_desc_key="perkFlurryOfPerceptionRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** PERCEPTION:GENERAL_PERKS -->
		<!-- *** INFILTRATOR -->
	<perk name="perkInfiltrator" parent="skillPerceptionGeneral" name_key="perkInfiltratorName" desc_key="perkInfiltratorDesc" icon="ui_game_symbol_stealth">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="2" desc_key="reqPerceptionLevel02"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>
		<effect_group>
			<passive_effect name="TrapDoorTriggerDelay" operation="base_add" level="1,2,3,4,5" value=".5,1,2,3,5"/>
			<passive_effect name="LandMineTriggerDelay" operation="base_add" level="1,2,3,4,5" value=".5,1,2,3,5"/>
			<passive_effect name="TrapIncomingDamage" operation="perc_add" level="1,2,3,4,5" value="-.2,-.35,-.5,-.6,-.75"/>

			<!-- Allows the pick up of mineCandyTin, mineCookingPot, mineHubcap, and then mineAirFilter -->
			<passive_effect name="BlockPickup" operation="base_set" level="1" value="1" tags="Mine1"/>
			<passive_effect name="BlockPickup" operation="base_set" level="2" value="1" tags="Mine1,Mine2"/>
			<passive_effect name="BlockPickup" operation="base_set" level="3" value="1" tags="Mine1,Mine2,Mine3"/>
			<passive_effect name="BlockPickup" operation="base_set" level="4,5" value="1" tags="Mine1,Mine2,Mine3,Mine4"/>

			<!-- <passive_effect name="LandMineImmunity" operation="base_set" level="5" value="1"/> --> <!-- Saving here for modding use case -->

			<effect_description level="1" desc_key="perkInfiltratorRank1Desc" long_desc_key="perkInfiltratorRank1LongDesc"/>
			<effect_description level="2" desc_key="perkInfiltratorRank2Desc" long_desc_key="perkInfiltratorRank2LongDesc"/>
			<effect_description level="3" desc_key="perkInfiltratorRank3Desc" long_desc_key="perkInfiltratorRank3LongDesc"/>
			<effect_description level="4" desc_key="perkInfiltratorRank4Desc" long_desc_key="perkInfiltratorRank4LongDesc"/>
			<effect_description level="5" desc_key="perkInfiltratorRank5Desc" long_desc_key="perkInfiltratorRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** ANIMAL_TRACKER -->
	<perk name="perkAnimalTracker" parent="skillPerceptionGeneral" name_key="perkAnimalTrackerName" desc_key="perkAnimalTrackerDesc" icon="ui_game_symbol_animal_tracker">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="2" desc_key="reqPerceptionLevel02"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>
		<effect_group>
		
			<passive_effect name="TrackDistance" operation="base_set" level="0,1,2,3,4,5" value="0,100,100,100,100,100"/>
			
			<!-- Animal Tracking -->
			<triggered_effect trigger="onSelfCrouch" action="AddBuff" buff="buffAnimalTracker">
				<requirement name="!HasBuff" buff="buffAnimalTrackerAcquired"/>
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="GT" value="0"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfCrouchWalk" action="AddBuff" buff="buffAnimalTracker">
				<requirement name="!HasBuff" buff="buffAnimalTrackerAcquired"/>
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="GT" value="0"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfCrouchRun" action="AddBuff" buff="buffAnimalTracker">
				<requirement name="!HasBuff" buff="buffAnimalTrackerAcquired"/>
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="GT" value="0"/>
			</triggered_effect>

			<effect_description level="1" desc_key="perkAnimalTrackerRank1Desc" long_desc_key="perkAnimalTrackerRank1LongDesc"/>
			<effect_description level="2" desc_key="perkAnimalTrackerRank2Desc" long_desc_key="perkAnimalTrackerRank2LongDesc"/>
			<effect_description level="3" desc_key="perkAnimalTrackerRank3Desc" long_desc_key="perkAnimalTrackerRank3LongDesc"/>
			<effect_description level="4" desc_key="perkAnimalTrackerRank4Desc" long_desc_key="perkAnimalTrackerRank4LongDesc"/>
			<effect_description level="5" desc_key="perkAnimalTrackerRank5Desc" long_desc_key="perkAnimalTrackerRank5LongDesc"/>
		</effect_group>

		<effect_group>
			<!-- Increase the chance to find Hunter's Journal books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="huntingProb">
				<!-- <requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="LT" value="7"/> -->
				<requirement name="ProgressionLevel" progression_name="perkHuntingJournalComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Hunter's Journal books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="huntingProb">
				<requirement name="ProgressionLevel" progression_name="perkHuntingJournalComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>
	</perk>

		<!-- *** PENETRATOR -->
	<perk name="perkPenetrator" parent="skillPerceptionGeneral" name_key="perkPenetratorName" desc_key="perkPenetratorDesc" icon="ui_game_symbol_paint_copy_block">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="4" desc_key="reqPerceptionLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="6" desc_key="reqPerceptionLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="8" desc_key="reqPerceptionLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements>
		<effect_group>
			<passive_effect name="TargetArmor" operation="perc_add" level="1,2,3,4,5" value="-.10,-.15,-.2,-.2,-.2" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,turretRanged,perkPenetrator,perkArchery"/>
			<passive_effect name="TargetArmor" operation="perc_add" level="1,2,3,4,5" value="-.2,-.3,-.4,-.5,-.5" tags="perkJavelinMaster"/>

			<!-- Note: the 1 penetration effect is on <item name="ammo762mmBulletAP"> and other AP bullets -->
			<passive_effect name="EntityPenetrationCount" operation="perc_add" level="2,5" value="1,4" tags="perkDeadEye"/>
			<!-- All AP ammo has 1 penetration -->

			<effect_description level="1" desc_key="perkPenetratorRank1Desc" long_desc_key="perkPenetratorRank1LongDesc"/>
			<effect_description level="2" desc_key="perkPenetratorRank2Desc" long_desc_key="perkPenetratorRank2LongDesc"/>
			<effect_description level="3" desc_key="perkPenetratorRank3Desc" long_desc_key="perkPenetratorRank3LongDesc"/>
			<effect_description level="4" desc_key="perkPenetratorRank4Desc" long_desc_key="perkPenetratorRank4LongDesc"/>
			<effect_description level="5" desc_key="perkPenetratorRank5Desc" long_desc_key="perkPenetratorRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** PERCEPTION:SCAVENGING_PERKS -->
		<!-- *** TREASURE_HUNTER -->
	<perk name="perkTreasureHunter" parent="skillPerceptionScavenging" name_key="perkTreasureHunterName" desc_key="perkTreasureHunterDesc" icon="ui_game_symbol_treasure">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="2" desc_key="reqPerceptionLevel02"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>

		<effect_group>
			<!-- Reduces the number of blocks to dig before the search radius shrinks -->
			<passive_effect name="TreasureBlocksPerReduction" operation="base_add" level="0,1,2,3,4,5" value="0,-3,-5,-7,-7,-7"/><!-- base value in quests is 10 -->
			
			<!-- Find more stuff in buried chests -->
			<passive_effect name="LootQuantity" operation="perc_add" level="1,2,3,4,5" value=".1,.2,.3,.3,.3" tags="buriedTreasure"/>
			
			<!-- Do more damage to dirt -->
			<passive_effect name="BlockDamage" operation="perc_add" level="1,2,3,4,5" value=".5,1,1,1,1" tags="treasureHunter"/>
			
			<!-- Level 4 adds dukes and cash in buried chests -->
			<!-- Handled by loot list requirements -->
			
			<!-- Level 5 adds an extra weapon, armor, or rare item in buried chests -->
			<!-- Handled by loot list requirements -->

			<effect_description level="1" desc_key="perkTreasureHunterRank1Desc" long_desc_key="perkTreasureHunterRank1LongDesc"/>
			<effect_description level="2" desc_key="perkTreasureHunterRank2Desc" long_desc_key="perkTreasureHunterRank2LongDesc"/>
			<effect_description level="3" desc_key="perkTreasureHunterRank3Desc" long_desc_key="perkTreasureHunterRank3LongDesc"/>
			<effect_description level="4" desc_key="perkTreasureHunterRank4Desc" long_desc_key="perkTreasureHunterRank4LongDesc"/>
			<effect_description level="5" desc_key="perkTreasureHunterRank5Desc" long_desc_key="perkTreasureHunterRank5LongDesc"/>
		</effect_group>
		
		<!-- See buffTreasureHunterAOE for taking half damage perk -->
		<effect_group>
			<triggered_effect trigger="onTreasureRadiusEntered" action="AddBuff" buff="buffTreasureHunterAOE">
				<requirement name="ProgressionLevel" progression_name="perkTreasureHunter" operation="GTE" value="3"/>
				<requirement name="!IsBloodMoon"/>
				<requirement name="!HasBuff" buff="buffTreasureHunterAOE"/>
			</triggered_effect>
			
			<triggered_effect trigger="onTreasureRadiusCompleted" action="AddBuff" buff="buffTreasureHunterAOEEnd">
				<requirement name="HasBuff" buff="buffTreasureHunterAOE"/>
			</triggered_effect>
			<triggered_effect trigger="onTreasureRadiusCompleted" action="RemoveBuff" buff="buffTreasureHunterAOE"/>
			<triggered_effect trigger="onTreasureRadiusExited" action="RemoveBuff" buff="buffTreasureHunterAOE"/>
			<triggered_effect trigger="onTreasureRadiusEntered" action="RemoveBuff" buff="buffTreasureHunterAOEEnd"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffTreasureHunterAOE"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffTreasureHunterAOEEnd"/>
		</effect_group>
	</perk>

		<!-- *** SALVAGE_OPERATIONS -->
	<perk name="perkSalvageOperations" parent="skillPerceptionScavenging" name_key="perkSalvageOperationsName" desc_key="perkSalvageOperationsDesc" icon="ui_game_symbol_scrap">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="2" desc_key="reqPerceptionLevel02"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>

		<effect_group>
			<passive_effect name="CraftingTime" operation="perc_add" level="1,5" value="-0.1,-.5" tags="salvageScrap"/><!-- does not work on scrapping -->

			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkSalvageOperations"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkSalvageOperations"/>

			<passive_effect name="HarvestCount" operation="perc_add" level="1,5" value=".2,1" tags="salvageHarvest"/>
			<passive_effect name="PlayerExpGain" operation="perc_add" level="1,5" value="-.1,-.4" tags="Harvesting">
				<requirement name="HoldingItemHasTags" tags="perkSalvageOperations"/>
			</passive_effect>

			<!-- Increase the chance to find salvage tools with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="salvagingSkill"/>

			<!-- Increase the chance to find salvage tools crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="salvageToolsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSalvageTools" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once salvage tools crafting skill reaches 75, set the probability bonus of finding salvage tools crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="salvageToolsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSalvageTools" operation="Equals" value="75"/>
			</passive_effect>
			
			<!-- Increase the chance to find Wasteland Treasures books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="wastelandProb">
				<requirement name="ProgressionLevel" progression_name="perkWasteTreasuresComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Wasteland Treasures books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="wastelandProb">
				<requirement name="ProgressionLevel" progression_name="perkWasteTreasuresComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>

		<!-- SALVAGE_OPERATIONS:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkSalvageOperations"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>
		</effect_group>

		<effect_group>
			<!-- wrench (or other relevant tools) do a base_add=1 to hop on the salvage train -->
			<effect_description level="1" desc_key="perkSalvageOperationsRank1Desc" long_desc_key="perkSalvageOperationsRank1LongDesc"/>
			<effect_description level="2" desc_key="perkSalvageOperationsRank2Desc" long_desc_key="perkSalvageOperationsRank2LongDesc"/>
			<effect_description level="3" desc_key="perkSalvageOperationsRank3Desc" long_desc_key="perkSalvageOperationsRank3LongDesc"/>
			<effect_description level="4" desc_key="perkSalvageOperationsRank4Desc" long_desc_key="perkSalvageOperationsRank4LongDesc"/>
			<effect_description level="5" desc_key="perkSalvageOperationsRank5Desc" long_desc_key="perkSalvageOperationsRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** PERCEPTION_MASTERY -->
	<perk name="perkPerceptionMastery" parent="skillPerceptionGeneral" name_key="perkPerceptionMasteryName" desc_key="perkPerceptionMasteryDesc" icon="ui_game_symbol_perception_mastery">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="6" desc_key="reqPerceptionLevel06"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="8" desc_key="reqPerceptionLevel08"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="9" desc_key="reqPerceptionLevel09"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements>

		<effect_group>
			<!-- Harvest Dukes and Cash when salvaging -->
			<passive_effect name="HarvestCount" operation="base_set" level="1,5" value="1" tags="PercMasteryDukeHarvest"/>
			<!-- Harvest Steel when salvaging -->
			<passive_effect name="HarvestCount" operation="base_set" level="2,5" value="1" tags="PercMasterySteelHarvest"/>
			
			<!-- Adds 50% more damage to rifle shots -->
			<passive_effect name="EntityDamage" operation="perc_add" level="5" value=".5" tags="perkDeadEye"/>
		</effect_group>

		<!-- Adds bleeding buff to spears and rifles -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkJavelinMaster,perkDeadEye"/>
			<requirement name="ProgressionLevel" progression_name="perkPerceptionMastery" operation="GTE" value="3"/>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="1" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>

		<!-- Adds entity damage to spears if power attack sprinting -->
		<effect_group>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="IsSecondaryAttack"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="4,5" value=".25" tags="perkJavelinMaster"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="perkPerceptionMasteryRank1Desc" long_desc_key="perkPerceptionMasteryRank1LongDesc"/>
			<effect_description level="2" desc_key="perkPerceptionMasteryRank2Desc" long_desc_key="perkPerceptionMasteryRank2LongDesc"/>
			<effect_description level="3" desc_key="perkPerceptionMasteryRank3Desc" long_desc_key="perkPerceptionMasteryRank3LongDesc"/>
			<effect_description level="4" desc_key="perkPerceptionMasteryRank4Desc" long_desc_key="perkPerceptionMasteryRank4LongDesc"/>
			<effect_description level="5" desc_key="perkPerceptionMasteryRank5Desc" long_desc_key="perkPerceptionMasteryRank5LongDesc"/>
		</effect_group>
	</perk>

					<!-- *** -->

<!-- *** STRENGTH:COMBAT_PERKS -->
		<!-- *** BOOMSTICK -->
	<perk name="perkBoomstick" parent="skillStrengthCombat" name_key="perkBoomstickName" desc_key="perkBoomstickDesc" icon="ui_game_symbol_shotgun">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkBoomstick"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkBoomstick"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="1,5" value=".1,.30" tags="perkBoomstick"/>
			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1,5" value=".1,.5" tags="perkBoomstick"/>

			<!-- Increase the chance to find shotguns and ammo with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="shotgunSkill"/>
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="ammoShells"/>

			<!-- Increase the chance to find shotgun crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="shotgunsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingShotguns" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once shotgun crafting skill reaches 100, set the probability bonus of finding shotgun crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="shotgunsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingShotguns" operation="Equals" value="100"/>
			</passive_effect>

			<!-- Increase the chance to find Shotgun Messiah books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="shotgunMessiahProb">
				<requirement name="ProgressionLevel" progression_name="perkShotgunMessiahComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Shotgun Messiah books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="shotgunMessiahProb">
				<requirement name="ProgressionLevel" progression_name="perkShotgunMessiahComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkBoomstick"/>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned01Shotgun">
					<requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="Equals" value="0"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned02Shotgun">
					<requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="GTE" value="1"/>
					<requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="LTE" value="2"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned03Shotgun">
					<requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="GTE" value="3"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled01">
					<requirement name="ProgressionLevel" progression_name="perkBoomstick" operation="Equals" value="5"/>
					<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
				</triggered_effect>

			<effect_description level="1" desc_key="perkBoomstickRank1Desc" long_desc_key="perkBoomstickRank1LongDesc"/>
			<effect_description level="2" desc_key="perkBoomstickRank2Desc" long_desc_key="perkBoomstickRank2LongDesc"/>
			<effect_description level="3" desc_key="perkBoomstickRank3Desc" long_desc_key="perkBoomstickRank3LongDesc"/>
			<effect_description level="4" desc_key="perkBoomstickRank4Desc" long_desc_key="perkBoomstickRank4LongDesc"/>
			<effect_description level="5" desc_key="perkBoomstickRank5Desc" long_desc_key="perkBoomstickRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** PUMMEL_PETE -->
	<perk name="perkPummelPete" parent="skillStrengthCombat" name_key="perkPummelPeteName" desc_key="perkPummelPeteDesc" icon="ui_game_symbol_stunned">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkPummelPete"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkPummelPete"/>

			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value="0.4,2" tags="perkPummelPete">
				<requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/>
			</passive_effect>

			<!-- Increase the chance to find clubs with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="clubSkill"/>

			<!-- Increase the chance to find club crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="clubsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingClubs" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once club crafting skill reaches 75, set the probability bonus of finding club crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="clubsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingClubs" operation="Equals" value="75"/>
			</passive_effect>

			<!-- Increase the chance to find Batter Up books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="batterUpProb">
				<requirement name="ProgressionLevel" progression_name="perkBatterUpComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Batter Up books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="batterUpProb">
				<requirement name="ProgressionLevel" progression_name="perkBatterUpComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>

		<!-- PUMMEL_PETE:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>

			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="10" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="20" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="30" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="5"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete"/>

				<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" cvar=".PummelPeteCombo" operation="add" value="1">
					<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="GTE" value="3"/>
					<requirement name="!HasBuff" buff="buffPerkPummelPeteBonus"/>
					<requirement name="IsAlive" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="buffPerkPummelPete">
					<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="GTE" value="3"/>
					<requirement name="!HasBuff" buff="buffPerkPummelPeteBonus"/>
					<requirement name="IsAlive" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO">
					<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="1"/>
					<requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="60"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO">
					<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="2"/>
					<requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="70"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO">
					<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="3"/>
					<requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="80"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO">
					<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="4"/>
					<requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="90"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffStayDownKO">
					<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="5"/>
					<requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
				</triggered_effect>

			<effect_description level="1" desc_key="perkPummelPeteRank1Desc" long_desc_key="perkPummelPeteRank1LongDesc"/>
			<effect_description level="2" desc_key="perkPummelPeteRank2Desc" long_desc_key="perkPummelPeteRank2LongDesc"/>
			<effect_description level="3" desc_key="perkPummelPeteRank3Desc" long_desc_key="perkPummelPeteRank3LongDesc"/>
			<effect_description level="4" desc_key="perkPummelPeteRank4Desc" long_desc_key="perkPummelPeteRank4LongDesc"/>
			<effect_description level="5" desc_key="perkPummelPeteRank5Desc" long_desc_key="perkPummelPeteRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** SKULL_CRUSHER -->
	<perk name="perkSkullCrusher" parent="skillStrengthCombat" name_key="perkSkullCrusherName" desc_key="perkSkullCrusherDesc" icon="ui_game_symbol_sledge">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkSkullCrusher"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkSkullCrusher"/>

			<!-- Increase the chance to find sledgehammers with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="sledgeSkill"/>

			<!-- Increase the chance to find sledgehammer crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="sledgehammersCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSledgehammers" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once sledgehammer crafting skill reaches 75, set the probability bonus of finding sledgehammer crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="sledgehammersCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSledgehammers" operation="Equals" value="75"/>
			</passive_effect>

			<!-- Increase the chance to find Sledge Saga books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="sledgeSagaProb">
				<requirement name="ProgressionLevel" progression_name="perkSledgeSagaComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Sledge Saga books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="sledgeSagaProb">
				<requirement name="ProgressionLevel" progression_name="perkSledgeSagaComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>

		<!-- SKULL_CRUSHER:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkSkullCrusher"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>

			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="10" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="20" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="30" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="5"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkSkullCrusher"/>

			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="1"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="2"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="30"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown02">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="3"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="45"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown02">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="4"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="60"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown02">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="5"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="75"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffInjuryKnockdown01">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="3"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffInjuryKnockdown01">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="4"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="35"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.4" target_tags="zombie,animal" buff="buffInjuryKnockdown01">
				<requirement name="ProgressionLevel" progression_name="perkSkullCrusher" operation="Equals" value="5"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="50"/>
			</triggered_effect>

			<effect_description level="1" desc_key="perkSkullCrusherRank1Desc" long_desc_key="perkSkullCrusherRank1LongDesc"/>
			<effect_description level="2" desc_key="perkSkullCrusherRank2Desc" long_desc_key="perkSkullCrusherRank2LongDesc"/>
			<effect_description level="3" desc_key="perkSkullCrusherRank3Desc" long_desc_key="perkSkullCrusherRank3LongDesc"/>
			<effect_description level="4" desc_key="perkSkullCrusherRank4Desc" long_desc_key="perkSkullCrusherRank4LongDesc"/>
			<effect_description level="5" desc_key="perkSkullCrusherRank5Desc" long_desc_key="perkSkullCrusherRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** GRAND_SLAM -->
	<perk name="perkGrandSlam" parent="skillStrengthCombat" name_key="perkGrandSlamName" desc_key="perkGrandSlamDesc" icon="ui_game_symbol_grand_slam">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete,perkSkullCrusher"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="ProgressionLevel" progression_name="perkGrandSlam" operation="Equals" value="1"/>
			<requirement name="!EntityTagCompare" target="other" tags="trader"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="other" duration="4" force="350"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="PlaySound" sound="grandslam_perk"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" buff="buffGrandSlamDisplay"/>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete,perkSkullCrusher"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="ProgressionLevel" progression_name="perkGrandSlam" operation="Equals" value="2"/>
			<requirement name="!EntityTagCompare" target="other" tags="trader"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="other" duration="5" force="350"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="PlaySound" sound="grandslam_perk"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" buff="buffGrandSlamDisplay"/>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete,perkSkullCrusher"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="ProgressionLevel" progression_name="perkGrandSlam" operation="Equals" value="3"/>
			<requirement name="!EntityTagCompare" target="other" tags="trader"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="30"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="other" duration="6" force="350"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="PlaySound" sound="grandslam_perk"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" buff="buffGrandSlamDisplay"/>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete,perkSkullCrusher"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="ProgressionLevel" progression_name="perkGrandSlam" operation="Equals" value="4"/>
			<requirement name="!EntityTagCompare" target="other" tags="trader"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="40"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="other" duration="7" force="350"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="PlaySound" sound="grandslam_perk"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" buff="buffGrandSlamDisplay"/>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete,perkSkullCrusher"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="ProgressionLevel" progression_name="perkGrandSlam" operation="Equals" value="5"/>
			<requirement name="!EntityTagCompare" target="other" tags="trader"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="50"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="other" duration="8" force="350"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="PlaySound" sound="grandslam_perk"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" buff="buffGrandSlamDisplay"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="perkGrandSlamRank1Desc" long_desc_key="perkGrandSlamRank1LongDesc"/>
			<effect_description level="2" desc_key="perkGrandSlamRank2Desc" long_desc_key="perkGrandSlamRank2LongDesc"/>
			<effect_description level="3" desc_key="perkGrandSlamRank3Desc" long_desc_key="perkGrandSlamRank3LongDesc"/>
			<effect_description level="4" desc_key="perkGrandSlamRank4Desc" long_desc_key="perkGrandSlamRank4LongDesc"/>
			<effect_description level="5" desc_key="perkGrandSlamRank5Desc" long_desc_key="perkGrandSlamRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** FLURRY_OF_STRENGTH -->
	<perk name="perkFlurryOfStrength" parent="skillStrengthCombat" name_key="perkFlurryOfStrengthName" desc_key="perkFlurryOfStrengthDesc" icon="ui_game_symbol_knunchuck">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="2" desc_key="reqStrengthLevel02"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="4" desc_key="reqStrengthLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="6" desc_key="reqStrengthLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="8" desc_key="reqStrengthLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkFlurryOfStrength"/>
				<passive_effect name="AttacksPerMinute" operation="perc_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25" tags="perkFlurryOfStrength"/>
			<effect_description level="1" desc_key="perkFlurryOfStrengthRank1Desc" long_desc_key="perkFlurryOfStrengthRank1LongDesc"/>
			<effect_description level="2" desc_key="perkFlurryOfStrengthRank2Desc" long_desc_key="perkFlurryOfStrengthRank2LongDesc"/>
			<effect_description level="3" desc_key="perkFlurryOfStrengthRank3Desc" long_desc_key="perkFlurryOfStrengthRank3LongDesc"/>
			<effect_description level="4" desc_key="perkFlurryOfStrengthRank4Desc" long_desc_key="perkFlurryOfStrengthRank4LongDesc"/>
			<effect_description level="5" desc_key="perkFlurryOfStrengthRank5Desc" long_desc_key="perkFlurryOfStrengthRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** STRENGTH:GENERAL_PERKS -->
		<!-- *** SEXUAL_TYRANNOSAURUS -->
	<!-- <perk name="perkSexualTrex" max_level="4" parent="skillStrengthGeneral" name_key="perkSexualTrexName" desc_key="perkSexualTrexDesc" icon="ui_game_symbol_trex"> -->
		<!-- <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements> -->
		<!-- <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements> -->
		<!-- <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements> -->
		<!-- <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements> -->

		<!-- <effect_group> -->
			<!-- <passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4" value="-.08,-.15,-.2,-.25"/> -->
			<!-- <passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4" value="-.07,-.15,-.2,-.25" tags="secondary"/> -->
		<!-- </effect_group> -->

		<!-- <effect_group> -->
			<!-- <requirement name="ItemHasTags" tags="melee"/> -->

			<!-- <triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="10" delay="1.0"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkSexualTrex" operation="Equals" value="2"/> -->
			<!-- </triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="20" delay="1.0"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkSexualTrex" operation="Equals" value="3"/> -->
			<!-- </triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="30" delay="1.0"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkSexualTrex" operation="Equals" value="4"/> -->
			<!-- </triggered_effect> -->

			<!-- <effect_description level="1" desc_key="perkSexualTrexRank1Desc" long_desc_key="perkSexualTrexRank1LongDesc"/> -->
			<!-- <effect_description level="2" desc_key="perkSexualTrexRank2Desc" long_desc_key="perkSexualTrexRank2LongDesc"/> -->
			<!-- <effect_description level="3" desc_key="perkSexualTrexRank3Desc" long_desc_key="perkSexualTrexRank3LongDesc"/> -->
			<!-- <effect_description level="4" desc_key="perkSexualTrexRank4Desc" long_desc_key="perkSexualTrexRank4LongDesc"/> -->
		<!-- </effect_group> -->
	<!-- </perk> -->

		<!-- *** PACK_MULE -->
	<perk name="perkPackMule" parent="skillStrengthGeneral" name_key="perkPackMuleName" desc_key="perkPackMuleDesc" icon="ui_game_symbol_pack_mule">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="2" desc_key="reqStrengthLevel02"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="4" desc_key="reqStrengthLevel04"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>

		<effect_group>
			<!-- Increase the backpack slots available before incumbrance starts -->
			<passive_effect name="CarryCapacity" operation="base_add" level="1,2,3,4,5" value="3,6,10,14,18"/>

			<!-- Increase crafting time of items crafting in the backpack -->
			<passive_effect name="CraftingTime" operation="perc_add" level="1,2,3,4,5" value="-.1,-.2,-.3,-.4,-.5" tags="packMuleCrafting"/>
		</effect_group>

		<!-- Adds a chance to absorb damage -->
		<effect_group>
		<requirement name="ProgressionLevel" progression_name="perkPackMule" operation="Equals" value="1"/>
		<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
		<requirement name="IsAlive" target="self"/>
		<requirement name="!IsAttachedToEntity"/>
		<requirement name="!HasBuff" buff="buffInjuryBleeding,buffInternalBleeding,buffIsOnFire,buffDrowning03,buffShocked,buffRadiationPool"/>
		<requirement name="!HasBuff" buff="buffTwitchBurn,buffTwitchShocked,buffTwitchRadiation"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="PlaySound" sound="twitch_bucket_hit" play_in_head="true"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffPackMuleDisplay"/>
			<passive_effect name="GeneralDamageResist" operation="base_add" level="1" value="1"/>
		</effect_group>

		<effect_group>
		<requirement name="ProgressionLevel" progression_name="perkPackMule" operation="Equals" value="2"/>
		<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
		<requirement name="IsAlive" target="self"/>
		<requirement name="!IsAttachedToEntity"/>
		<requirement name="!HasBuff" buff="buffInjuryBleeding,buffInternalBleeding,buffIsOnFire,buffDrowning03,buffShocked,buffRadiationPool"/>
		<requirement name="!HasBuff" buff="buffTwitchBurn,buffTwitchShocked,buffTwitchRadiation"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="PlaySound" sound="twitch_bucket_hit" play_in_head="true"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffPackMuleDisplay"/>
			<passive_effect name="GeneralDamageResist" operation="base_add" level="2" value="1"/>
		</effect_group>

		<effect_group>
		<requirement name="ProgressionLevel" progression_name="perkPackMule" operation="Equals" value="3"/>
		<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
		<requirement name="IsAlive" target="self"/>
		<requirement name="!IsAttachedToEntity"/>
		<requirement name="!HasBuff" buff="buffInjuryBleeding,buffInternalBleeding,buffIsOnFire,buffDrowning03,buffShocked,buffRadiationPool"/>
		<requirement name="!HasBuff" buff="buffTwitchBurn,buffTwitchShocked,buffTwitchRadiation"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="PlaySound" sound="twitch_bucket_hit" play_in_head="true"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffPackMuleDisplay"/>
			<passive_effect name="GeneralDamageResist" operation="base_add" level="3" value="1"/>
		</effect_group>

		<effect_group>
		<requirement name="ProgressionLevel" progression_name="perkPackMule" operation="Equals" value="4"/>
		<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		<requirement name="IsAlive" target="self"/>
		<requirement name="!IsAttachedToEntity"/>
		<requirement name="!HasBuff" buff="buffInjuryBleeding,buffInternalBleeding,buffIsOnFire,buffDrowning03,buffShocked,buffRadiationPool"/>
		<requirement name="!HasBuff" buff="buffTwitchBurn,buffTwitchShocked,buffTwitchRadiation"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="PlaySound" sound="twitch_bucket_hit" play_in_head="true"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffPackMuleDisplay"/>
			<passive_effect name="GeneralDamageResist" operation="base_add" level="4" value="1"/>
		</effect_group>

		<effect_group>
		<requirement name="ProgressionLevel" progression_name="perkPackMule" operation="Equals" value="5"/>
		<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="25"/>
		<requirement name="IsAlive" target="self"/>
		<requirement name="!IsAttachedToEntity"/>
		<requirement name="!HasBuff" buff="buffInjuryBleeding,buffInternalBleeding,buffIsOnFire,buffDrowning03,buffShocked,buffRadiationPool"/>
		<requirement name="!HasBuff" buff="buffTwitchBurn,buffTwitchShocked,buffTwitchRadiation"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="PlaySound" sound="twitch_bucket_hit" play_in_head="true"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffPackMuleDisplay"/>
			<passive_effect name="GeneralDamageResist" operation="base_add" level="5" value="1"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="perkPackMuleRank1Desc" long_desc_key="perkPackMuleRank1LongDesc"/>
			<effect_description level="2" desc_key="perkPackMuleRank2Desc" long_desc_key="perkPackMuleRank2LongDesc"/>
			<effect_description level="3" desc_key="perkPackMuleRank3Desc" long_desc_key="perkPackMuleRank3LongDesc"/>
			<effect_description level="4" desc_key="perkPackMuleRank4Desc" long_desc_key="perkPackMuleRank4LongDesc"/>
			<effect_description level="5" desc_key="perkPackMuleRank5Desc" long_desc_key="perkPackMuleRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** STRENGTH_MASTERY -->
	<perk name="perkStrengthMastery" parent="skillStrengthGeneral" name_key="perkStrengthMasteryName" desc_key="perkStrengthMasteryDesc" icon="ui_game_symbol_strength_mastery">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="6" desc_key="reqStrengthLevel06"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="8" desc_key="reqStrengthLevel08"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="9" desc_key="reqStrengthLevel09"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements>

		<effect_group>
			<!-- See buffStatusCheck02 $minerHealing for Heal 100% faster when holding a mining tool -->

			<!-- Adds a chance to harvest brass from ore blocks -->
			<passive_effect name="HarvestCount" operation="base_set" level="2,5" value="1" tags="perkStrengthMasteryBrassHarvest"/>

			<!-- Increase entity damage of mining tools -->
			<passive_effect name="EntityDamage" operation="perc_add" level="3,5" value=".5" tags="perkMiner69r">
				<requirement name="HoldingItemHasTags" tags="perkMiner69r"/>
			</passive_effect>
		</effect_group>

			<!-- Adds an additional 50% chance to dismember headshots with clubs, bats, or sledgehammers -->
		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkPummelPete,perkSkullCrusher"/>
			<requirement name="ProgressionLevel" progression_name="perkStrengthMastery" operation="GTE" value="4"/>
				<passive_effect name="DismemberChance" operation="base_add" level="4,5" value=".5" tags="head"/>
		</effect_group>

			<!-- Reduce incoming damage by 50% for 10 seconds after a kill -->
		<effect_group>
			<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffBerserker">
				<requirement name="ProgressionLevel" progression_name="perkStrengthMastery" operation="GTE" value="5"/>
				<requirement name="ItemHasTags" tags="perkPummelPete,perkSkullCrusher,perkBoomstick"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="perkStrengthMasteryRank1Desc" long_desc_key="perkStrengthMasteryRank1LongDesc"/>
			<effect_description level="2" desc_key="perkStrengthMasteryRank2Desc" long_desc_key="perkStrengthMasteryRank2LongDesc"/>
			<effect_description level="3" desc_key="perkStrengthMasteryRank3Desc" long_desc_key="perkStrengthMasteryRank3LongDesc"/>
			<effect_description level="4" desc_key="perkStrengthMasteryRank4Desc" long_desc_key="perkStrengthMasteryRank4LongDesc"/>
			<effect_description level="5" desc_key="perkStrengthMasteryRank5Desc" long_desc_key="perkStrengthMasteryRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** STRENGTH:CONSTRUCTION_PERKS -->
		<!-- *** MINER69R -->
	<perk name="perkMiner69r" parent="skillStrengthConstruction" name_key="perkMiner69rName" desc_key="perkMiner69rDesc" icon="ui_game_symbol_mining">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="2" desc_key="reqStrengthLevel02"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".3,1.5" tags="perkMiner69r"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkMiner69r"/>

			<!-- Increase the chance to find harvesting tools with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="harvestingSkill"/>

			<!-- Increase the chance to find harvesting tools crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="harvestingToolsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingHarvestingTools" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once harvesting tools crafting skill reaches 100, set the probability bonus of finding harvesting tool crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="harvestingToolsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingHarvestingTools" operation="Equals" value="100"/>
			</passive_effect>

			<!-- Increase the chance to find Art of Mining books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="artOfMiningProb">
				<requirement name="ProgressionLevel" progression_name="perkArtOfMiningComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Art of Mining books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="artOfMiningProb">
				<requirement name="ProgressionLevel" progression_name="perkArtOfMiningComplete" operation="Equals" value="1"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkMiner69rRank1Desc" long_desc_key="perkMiner69rRank1LongDesc"/>
			<effect_description level="2" desc_key="perkMiner69rRank2Desc" long_desc_key="perkMiner69rRank2LongDesc"/>
			<effect_description level="3" desc_key="perkMiner69rRank3Desc" long_desc_key="perkMiner69rRank3LongDesc"/>
			<effect_description level="4" desc_key="perkMiner69rRank4Desc" long_desc_key="perkMiner69rRank4LongDesc"/>
			<effect_description level="5" desc_key="perkMiner69rRank5Desc" long_desc_key="perkMiner69rRank5LongDesc"/>
		</effect_group>

		<!-- MINER69R:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkMiner69r"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>
		</effect_group>
	</perk>

		<!-- *** MOTHER_LODE -->
	<perk name="perkMotherLode" parent="skillStrengthConstruction" name_key="perkMotherLodeName" desc_key="perkMotherLodeDesc" icon="ui_game_symbol_mother_load">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="2" desc_key="reqStrengthLevel02"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>

		<effect_group>
			<passive_effect name="HarvestCount" operation="perc_add" level="1,5" value=".2,1" tags="oreWoodHarvest"/>
			<passive_effect name="PlayerExpGain" operation="perc_add" level="1,5" value="-.1,-.4" tags="Harvesting">
				<requirement name="HoldingItemHasTags" tags="perkMiner69r"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkMotherLodeRank1Desc" long_desc_key="perkMotherLodeRank1LongDesc"/>
			<effect_description level="2" desc_key="perkMotherLodeRank2Desc" long_desc_key="perkMotherLodeRank2LongDesc"/>
			<effect_description level="3" desc_key="perkMotherLodeRank3Desc" long_desc_key="perkMotherLodeRank3LongDesc"/>
			<effect_description level="4" desc_key="perkMotherLodeRank4Desc" long_desc_key="perkMotherLodeRank4LongDesc"/>
			<effect_description level="5" desc_key="perkMotherLodeRank5Desc" long_desc_key="perkMotherLodeRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** JUNK_MINER -->
	<perk name="perkJunkMiner" parent="skillStrengthConstruction" name_key="perkJunkMinerName" desc_key="perkJunkMinerDesc" icon="ui_game_symbol_junk_miner">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="3" desc_key="reqStrengthLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="5" desc_key="reqStrengthLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="10" desc_key="reqStrengthLevel10"/></level_requirements>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkMiner69r"/>
				<passive_effect name="HarvestCount" operation="perc_add" level="1,2,3,4,5" value=".2,.4,.6,.8,1" tags="perkJunkMiner"/>

			<effect_description level="1" desc_key="perkJunkMinerRank1Desc" long_desc_key="perkJunkMinerRank1LongDesc"/>
			<effect_description level="2" desc_key="perkJunkMinerRank2Desc" long_desc_key="perkJunkMinerRank2LongDesc"/>
			<effect_description level="3" desc_key="perkJunkMinerRank3Desc" long_desc_key="perkJunkMinerRank3LongDesc"/>
			<effect_description level="4" desc_key="perkJunkMinerRank4Desc" long_desc_key="perkJunkMinerRank4LongDesc"/>
			<effect_description level="5" desc_key="perkJunkMinerRank5Desc" long_desc_key="perkJunkMinerRank5LongDesc"/>
		</effect_group>
	</perk>

					<!-- *** -->

<!-- *** FORTITUDE:COMBAT_PERKS -->
		<!-- *** BRAWLER -->
	<perk name="perkBrawler" parent="skillFortitudeCombat" name_key="perkBrawlerName" desc_key="perkBrawlerDesc" icon="ui_game_symbol_boxer">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkBrawler"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkBrawler"/>

			<!-- Increase the chance to find knuckles with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="knuckleSkill"/>

			<!-- Increase the chance to find knuckle crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="knucklesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingKnuckles" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once knuckle crafting skill reaches 75, set the probability bonus of finding knuckle crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="knucklesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingKnuckles" operation="Equals" value="75"/>
			</passive_effect>

			<!-- Increase the chance to find Bar Brawling books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="barBrawlingProb">
				<requirement name="ProgressionLevel" progression_name="perkBarBrawling8Complete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Bar Brawling books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="barBrawlingProb">
				<requirement name="ProgressionLevel" progression_name="perkBarBrawling8Complete" operation="Equals" value="1"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkBrawlerRank1Desc" long_desc_key="perkBrawlerRank1LongDesc"/>
			<effect_description level="2" desc_key="perkBrawlerRank2Desc" long_desc_key="perkBrawlerRank2LongDesc"/>
			<effect_description level="3" desc_key="perkBrawlerRank3Desc" long_desc_key="perkBrawlerRank3LongDesc"/>
			<effect_description level="4" desc_key="perkBrawlerRank4Desc" long_desc_key="perkBrawlerRank4LongDesc"/>
			<effect_description level="5" desc_key="perkBrawlerRank5Desc" long_desc_key="perkBrawlerRank5LongDesc"/>
		</effect_group>

		<!-- BRAWLER:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>

			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="10" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkBrawler" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="20" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkBrawler" operation="Equals" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="30" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkBrawler" operation="Equals" value="5"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkBrawler"/>

				<passive_effect name="DismemberChance" operation="base_add" level="5" value=".2" tags="head"/>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffInjuryStunned01">
					<requirement name="ProgressionLevel" progression_name="perkBrawler" operation="GTE" value="2"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="30"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="HitLocation" body_parts="Head"/>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="zombie,animal" buff="buffBrawlerNoTeeth">
					<requirement name="ProgressionLevel" progression_name="perkBrawler" operation="GTE" value="1"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
					<requirement name="ProgressionLevel" progression_name="perkBrawler" operation="Equals" value="3"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
					<requirement name="ProgressionLevel" progression_name="perkBrawler" operation="GTE" value="4"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="30"/>
				</triggered_effect>
		</effect_group>
	</perk>

		<!-- *** MACHINE_GUNNER -->
	<perk name="perkMachineGunner" parent="skillFortitudeCombat" name_key="perkMachineGunnerName" desc_key="perkMachineGunnerDesc" icon="ui_game_symbol_rifle">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkMachineGunner"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkMachineGunner"/>

			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1,5" value="0.05,0.25" tags="perkMachineGunner"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="1,5" value="0.1,0.3" tags="perkMachineGunner"/>

			<passive_effect name="KickDegreesVerticalMin" operation="perc_add" level="0,5" value="0,-.03" tags="perkMachineGunner"/>
			<passive_effect name="KickDegreesVerticalMax" operation="perc_add" level="0,5" value="0,-.15" tags="perkMachineGunner"/>
			<passive_effect name="KickDegreesHorizontalMin" operation="perc_add" level="0,5" value="0,-.03" tags="perkMachineGunner"/>
			<passive_effect name="KickDegreesHorizontalMax" operation="perc_add" level="0,5" value="0,-.15" tags="perkMachineGunner"/>

			<passive_effect name="IncrementalSpreadMultiplier" operation="perc_add" level="1,5" value="-.03,-.15" tags="perkMachineGunner"/>

			<!-- Increase the chance to find machine guns and ammo with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="machinegunSkill"/>
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="ammo762mm"/>

			<!-- Increase the chance to find machine gun crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="machineGunsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingMachineGuns" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once machine gun crafting skill reaches 100, set the probability bonus of finding machine gun crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="machineGunsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingMachineGuns" operation="Equals" value="100"/>
			</passive_effect>

			<!-- Increase the chance to find Automatic Weapons Handbook books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="autoWeaponsProb">
				<requirement name="ProgressionLevel" progression_name="perkAutoWeaponsComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Automatic Weapons Handbook books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="autoWeaponsProb">
				<requirement name="ProgressionLevel" progression_name="perkAutoWeaponsComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkMachineGunner"/>

				<triggered_effect trigger="onSelfAttackedOther" action="ModifyStats" stat="Stamina" operation="add" value="2">
					<requirement name="ProgressionLevel" progression_name="perkMachineGunner" operation="Equals" value="3"/>
					<requirement name="IsAlive" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyStats" stat="Stamina" operation="add" value="4">
					<requirement name="ProgressionLevel" progression_name="perkMachineGunner" operation="Equals" value="4"/>
					<requirement name="IsAlive" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyStats" stat="Stamina" operation="add" value="6">
					<requirement name="ProgressionLevel" progression_name="perkMachineGunner" operation="Equals" value="5"/>
					<requirement name="IsAlive" target="other"/>
				</triggered_effect>

			<effect_description level="1" desc_key="perkMachineGunnerRank1Desc" long_desc_key="perkMachineGunnerRank1LongDesc"/>
			<effect_description level="2" desc_key="perkMachineGunnerRank2Desc" long_desc_key="perkMachineGunnerRank2LongDesc"/>
			<effect_description level="3" desc_key="perkMachineGunnerRank3Desc" long_desc_key="perkMachineGunnerRank3LongDesc"/>
			<effect_description level="4" desc_key="perkMachineGunnerRank4Desc" long_desc_key="perkMachineGunnerRank4LongDesc"/>
			<effect_description level="5" desc_key="perkMachineGunnerRank5Desc" long_desc_key="perkMachineGunnerRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** FLURRY_OF_FORTITUDE -->
	<perk name="perkFlurryOfFortitude" parent="skillFortitudeCombat" name_key="perkFlurryOfFortitudeName" desc_key="perkFlurryOfFortitudeDesc" icon="ui_game_symbol_knunchuck">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="2" desc_key="reqFortitudeLevel02"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="4" desc_key="reqFortitudeLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="6" desc_key="reqFortitudeLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="8" desc_key="reqFortitudeLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkFlurryOfFortitude"/>
				<passive_effect name="AttacksPerMinute" operation="perc_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25" tags="perkFlurryOfFortitude"/>
			<effect_description level="1" desc_key="perkFlurryOfFortitudeRank1Desc" long_desc_key="perkFlurryOfFortitudeRank1LongDesc"/>
			<effect_description level="2" desc_key="perkFlurryOfFortitudeRank2Desc" long_desc_key="perkFlurryOfFortitudeRank2LongDesc"/>
			<effect_description level="3" desc_key="perkFlurryOfFortitudeRank3Desc" long_desc_key="perkFlurryOfFortitudeRank3LongDesc"/>
			<effect_description level="4" desc_key="perkFlurryOfFortitudeRank4Desc" long_desc_key="perkFlurryOfFortitudeRank4LongDesc"/>
			<effect_description level="5" desc_key="perkFlurryOfFortitudeRank5Desc" long_desc_key="perkFlurryOfFortitudeRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** FORTITUDE:SURVIVAL_PERKS -->
		<!-- *** THE_HUNTSMAN -->
	<perk name="perkTheHuntsman" parent="skillFortitudeSurvival" name_key="perkTheHuntsmanName" desc_key="perkTheHuntsmanDesc" icon="ui_game_symbol_archery">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<!-- stone axe, knives, etc do the base_set 1 -->
			<passive_effect name="HarvestCount" operation="perc_add" level="1,5" value=".2,1" tags="butcherHarvest"/>

			<effect_description level="1" desc_key="perkTheHuntsmanRank1Desc" long_desc_key="perkTheHuntsmanRank1LongDesc"/>
			<effect_description level="2" desc_key="perkTheHuntsmanRank2Desc" long_desc_key="perkTheHuntsmanRank2LongDesc"/>
			<effect_description level="3" desc_key="perkTheHuntsmanRank3Desc" long_desc_key="perkTheHuntsmanRank3LongDesc"/>
			<effect_description level="4" desc_key="perkTheHuntsmanRank4Desc" long_desc_key="perkTheHuntsmanRank4LongDesc"/>
			<effect_description level="5" desc_key="perkTheHuntsmanRank5Desc" long_desc_key="perkTheHuntsmanRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** WELL_INSULATED -->
	<!-- <perk name="perkWellInsulated" max_level="3" parent="skillFortitudeSurvival" name_key="perkWellInsulatedName" desc_key="perkWellInsulatedDesc" icon="ui_game_symbol_temperature"> -->
		<!-- <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements> -->
		<!-- <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="4" desc_key="reqFortitudeLevel04"/></level_requirements> -->
		<!-- <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements> -->

		<!-- <effect_group> -->
			<!-- <passive_effect name="HypothermalResist" operation="base_add" level="1,2,3" value="10,20,20"/> -->
			<!-- <passive_effect name="HyperthermalResist" operation="base_add" level="1,2,3" value="10,20,20"/> -->
			<!-- T3 effect is in buffElementHot/buffElementCold -->

			<!-- <effect_description level="1" desc_key="perkWellInsulatedRank1Desc" long_desc_key="perkWellInsulatedRank1LongDesc"/> -->
			<!-- <effect_description level="2" desc_key="perkWellInsulatedRank2Desc" long_desc_key="perkWellInsulatedRank2LongDesc"/> -->
			<!-- <effect_description level="3" desc_key="perkWellInsulatedRank3Desc" long_desc_key="perkWellInsulatedRank3LongDesc"/> -->
		<!-- </effect_group> -->

		<!-- <effect_group> -->
			<!-- Increase the chance to find Fireman's Almanac books until each book is read -->
			<!-- <passive_effect name="LootProb" operation="perc_add" level="1,3" value="2,10" tags="firemansProb"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacComplete" operation="LT" value="1"/> -->
			<!-- </passive_effect> -->

			<!-- When all Fireman's Almanac books have been read, set the probability bonus of finding them to 0 -->
			<!-- <passive_effect name="LootProb" operation="perc_add" level="1,3" value="1,1" tags="firemansProb"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacComplete" operation="Equals" value="1"/> -->
			<!-- </passive_effect> -->
		<!-- </effect_group> -->
	<!-- </perk> -->

		<!-- *** PAIN_TOLERANCE -->
	<perk name="perkPainTolerance" parent="skillFortitudeSurvival" name_key="perkPainToleranceName" desc_key="perkPainToleranceDesc" icon="ui_game_symbol_character">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="GeneralDamageResist" operation="base_add" level="1,5" value=".05,.25"/>
			<passive_effect name="BuffResistance" operation="base_add" level="1,5" value="0.20,1" tags="buffInjuryStunned01,buffInjuryStunned02"/>

			<effect_description level="1" desc_key="perkPainToleranceRank1Desc" long_desc_key="perkPainToleranceRank1LongDesc"/>
			<effect_description level="2" desc_key="perkPainToleranceRank2Desc" long_desc_key="perkPainToleranceRank2LongDesc"/>
			<effect_description level="3" desc_key="perkPainToleranceRank3Desc" long_desc_key="perkPainToleranceRank3LongDesc"/>
			<effect_description level="4" desc_key="perkPainToleranceRank4Desc" long_desc_key="perkPainToleranceRank4LongDesc"/>
			<effect_description level="5" desc_key="perkPainToleranceRank5Desc" long_desc_key="perkPainToleranceRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** FORTITUDE_MASTERY -->
	<perk name="perkFortitudeMastery" parent="skillFortitudeSurvival" name_key="perkFortitudeMasteryName" desc_key="perkFortitudeMasteryDesc" icon="ui_game_symbol_fortitude_mastery">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="6" desc_key="reqFortitudeLevel06"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="8" desc_key="reqFortitudeLevel08"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="9" desc_key="reqFortitudeLevel09"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<!-- Killing an enemy will instantly stop a bleeding injury without using a bandage -->
			<triggered_effect trigger="onSelfKilledOther" action="RemoveBuff" buff="buffInjuryBleeding">
				<requirement name="ProgressionLevel" progression_name="perkFortitudeMastery" operation="GTE" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="RemoveBuff" buff="buffLaceration">
				<requirement name="ProgressionLevel" progression_name="perkFortitudeMastery" operation="GTE" value="1"/>
			</triggered_effect>

			<!-- After recovering from an infection you are immune to further infection for 2 real world hours -->
			<!-- See buffInfectionImmunity and related infection buffs -->

			<!-- Permanently adds an additional max health -->
			<passive_effect name="HealthMax" operation="base_add" level="4,5" value="50,100"/>
		</effect_group>

		<effect_group>
			<!-- Fist weapons have a 5% chance to gain silver "fillings" from zombie kills -->
			<requirement name="ProgressionLevel" progression_name="perkFortitudeMastery" operation="GTE" value="3"/>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="EntityTagCompare" target="other" tags="walker,crawler"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffPerkTheDentistSilver"/>
		</effect_group>

		<effect_group>
			<!-- Fist weapons have a 5% chance to gain gold "fillings" from zombie kills -->
			<requirement name="ProgressionLevel" progression_name="perkFortitudeMastery" operation="GTE" value="3"/>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="EntityTagCompare" target="other" tags="walker,crawler"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="GTE" value="95"/>
				<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffPerkTheDentistGold"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="perkFortitudeMasteryRank1Desc" long_desc_key="perkFortitudeMasteryRank1LongDesc"/>
			<effect_description level="2" desc_key="perkFortitudeMasteryRank2Desc" long_desc_key="perkFortitudeMasteryRank2LongDesc"/>
			<effect_description level="3" desc_key="perkFortitudeMasteryRank3Desc" long_desc_key="perkFortitudeMasteryRank3LongDesc"/>
			<effect_description level="4" desc_key="perkFortitudeMasteryRank4Desc" long_desc_key="perkFortitudeMasteryRank4LongDesc"/>
			<effect_description level="5" desc_key="perkFortitudeMasteryRank5Desc" long_desc_key="perkFortitudeMasteryRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** SIPHONING_STRIKES -->
	<perk name="perkSiphoningStrikes" parent="skillFortitudeRecovery" name_key="perkSiphoningStrikesName" desc_key="perkSiphoningStrikesDesc" icon="ui_game_symbol_siphoning_strikes">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
		<requirement name="ItemHasTags" tags="melee"/>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Health" operation="add" value="2">
				<requirement name="ProgressionLevel" progression_name="perkSiphoningStrikes" operation="EQ" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Health" operation="add" value="4">
				<requirement name="ProgressionLevel" progression_name="perkSiphoningStrikes" operation="EQ" value="2"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Health" operation="add" value="6">
				<requirement name="ProgressionLevel" progression_name="perkSiphoningStrikes" operation="EQ" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Health" operation="add" value="8">
				<requirement name="ProgressionLevel" progression_name="perkSiphoningStrikes" operation="EQ" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Health" operation="add" value="10">
				<requirement name="ProgressionLevel" progression_name="perkSiphoningStrikes" operation="EQ" value="5"/>
			</triggered_effect>

			<effect_description level="1" desc_key="perkSiphoningStrikesRank1Desc" long_desc_key="perkSiphoningStrikesRank1LongDesc"/>
			<effect_description level="2" desc_key="perkSiphoningStrikesRank2Desc" long_desc_key="perkSiphoningStrikesRank2LongDesc"/>
			<effect_description level="3" desc_key="perkSiphoningStrikesRank3Desc" long_desc_key="perkSiphoningStrikesRank3LongDesc"/>
			<effect_description level="4" desc_key="perkSiphoningStrikesRank4Desc" long_desc_key="perkSiphoningStrikesRank4LongDesc"/>
			<effect_description level="5" desc_key="perkSiphoningStrikesRank5Desc" long_desc_key="perkSiphoningStrikesRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** FORTITUDE:RECOVERY_PERKS -->
		<!-- *** HEALING_FACTOR -->
	<perk name="perkHealingFactor" parent="skillFortitudeRecovery" name_key="perkHealingFactorName" desc_key="perkHealingFactorDesc" icon="ui_game_symbol_healing_factor">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<!-- crit hit effects heal rate is assigned in buffStatusCheck02 -->

			<!-- You cannot regen without food or water -->
			<requirement name="!HasBuff" buff="buffStatusHungry03,buffStatusThirsty03"/>

			<passive_effect name="HealthChangeOT" operation="base_add" level="1,2,3,4,5" value=".011,.022,.05,.1,.16"/>

			<effect_description level="1" desc_key="perkHealingFactorRank1Desc" long_desc_key="perkHealingFactorRank1LongDesc"/>
			<effect_description level="2" desc_key="perkHealingFactorRank2Desc" long_desc_key="perkHealingFactorRank2LongDesc"/>
			<effect_description level="3" desc_key="perkHealingFactorRank3Desc" long_desc_key="perkHealingFactorRank3LongDesc"/>
			<effect_description level="4" desc_key="perkHealingFactorRank4Desc" long_desc_key="perkHealingFactorRank4LongDesc"/>
			<effect_description level="5" desc_key="perkHealingFactorRank5Desc" long_desc_key="perkHealingFactorRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** SLOW_METABOLISM -->
	<perk name="perkSlowMetabolism" parent="skillFortitudeRecovery" name_key="perkSlowMetabolismName" desc_key="perkSlowMetabolismDesc" icon="ui_game_symbol_stomach">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="WaterLossPerHealthPointGained" operation="perc_add" level="1,5" value="-.05,-.25"/>
			<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" level="1,5" value="-.05,-.25"/>
			<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" level="1,5" value="-.05,-.25"/>

			<!-- Increase MetabolismResist with each level of the perk -->
			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$MetabolismResist" operation="set" value="0,-1,-2,-3,-4,-5"/>

			<!-- Increase MetabolismDuration with each level of the perk -->
			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$MetabolismDuration" operation="set" value="1,.909,.833,.769,.714,.667"/>

			<effect_description level="1" desc_key="perkSlowMetabolismRank1Desc" long_desc_key="perkSlowMetabolismRank1LongDesc"/>
			<effect_description level="2" desc_key="perkSlowMetabolismRank2Desc" long_desc_key="perkSlowMetabolismRank2LongDesc"/>
			<effect_description level="3" desc_key="perkSlowMetabolismRank3Desc" long_desc_key="perkSlowMetabolismRank3LongDesc"/>
			<effect_description level="4" desc_key="perkSlowMetabolismRank4Desc" long_desc_key="perkSlowMetabolismRank4LongDesc"/>
			<effect_description level="5" desc_key="perkSlowMetabolismRank5Desc" long_desc_key="perkSlowMetabolismRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** RULE_ONE_CARDIO -->
	<perk name="perkRuleOneCardio" parent="skillFortitudeRecovery" name_key="perkRuleOneCardioName" desc_key="perkRuleOneCardioDesc" icon="ui_game_symbol_cardio">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" level="1,2,3,4,5" value=".1,.2,.3,.3,.3" tags="running,swimmingRun"/> <!-- perkRuleOneCardio -->
			<passive_effect name="StaminaMax" operation="base_add" level="4,5" value="25,50"/>

			<effect_description level="1" desc_key="perkRuleOneCardioNameRank1Desc" long_desc_key="perkRuleOneCardioNameRank1LongDesc"/>
			<effect_description level="2" desc_key="perkRuleOneCardioNameRank2Desc" long_desc_key="perkRuleOneCardioNameRank2LongDesc"/>
			<effect_description level="3" desc_key="perkRuleOneCardioNameRank3Desc" long_desc_key="perkRuleOneCardioNameRank3LongDesc"/>
			<effect_description level="4" desc_key="perkRuleOneCardioNameRank4Desc" long_desc_key="perkRuleOneCardioNameRank4LongDesc"/>
			<effect_description level="5" desc_key="perkRuleOneCardioNameRank5Desc" long_desc_key="perkRuleOneCardioNameRank5LongDesc"/>
		</effect_group>
	</perk>

					<!-- *** -->

<!-- *** AGILITY:COMBAT_PERKS -->
		<!-- *** ARCHERY -->
	<perk name="perkArchery" parent="skillAgilityCombat" name_key="perkArcheryName" desc_key="perkArcheryDesc" icon="ui_game_symbol_archery">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkArchery"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkArchery"/>

			<passive_effect name="WeaponHandling" operation="perc_add" level="1,5" value=".1,.5" tags="perkArchery"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="1,5" value=".1,.5" tags="perkArchery"/>

			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1,2,3,4,5" value=".1,.15,.25,.35,.5" tags="bowDrawPenalty"/>

			<!-- Increase the chance to find bows with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="bowSkill"/>

			<!-- Increase the chance to find bow crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="bowsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingBows" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once bow crafting skill reaches 75, set the probability bonus of finding bow crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="bowsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingBows" operation="Equals" value="75"/>
			</passive_effect>

			<!-- Increase the chance to find Ranger's Guide to Archery books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="rangersProb">
				<requirement name="ProgressionLevel" progression_name="perkRangersComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Ranger's Guide to Archery books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="rangersProb">
				<requirement name="ProgressionLevel" progression_name="perkRangersComplete" operation="Equals" value="1"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkArcheryRank1Desc" long_desc_key="perkArcheryRank1LongDesc"/>
			<effect_description level="2" desc_key="perkArcheryRank2Desc" long_desc_key="perkArcheryRank2LongDesc"/>
			<effect_description level="3" desc_key="perkArcheryRank3Desc" long_desc_key="perkArcheryRank3LongDesc"/>
			<effect_description level="4" desc_key="perkArcheryRank4Desc" long_desc_key="perkArcheryRank4LongDesc"/>
			<effect_description level="5" desc_key="perkArcheryRank5Desc" long_desc_key="perkArcheryRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** GUNSLINGER -->
	<perk name="perkGunslinger" parent="skillAgilityCombat" name_key="perkGunslingerName" desc_key="perkGunslingerDesc" icon="ui_game_symbol_gunslinger">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="0,5" value="0,1" tags="perkGunslinger"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="0,5" value="0,.5" tags="perkGunslinger"/>

			<passive_effect name="RoundsPerMinute" operation="perc_add" level="0,5" value="0,0.25" tags="perkGunslinger"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="0,5" value="0,0.30" tags="perkGunslinger"/>

			<passive_effect name="IncrementalSpreadMultiplier" operation="perc_add" level="0,5" value="0,-.25" tags="perkGunslinger"/>

			<!-- Increase the chance to find handguns and ammo with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="handgunSkill"/>
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="ammo9mm"/>

			<!-- Increase the chance to find handgun crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="handgunsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingHandguns" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once handgun crafting skill reaches 100, set the probability bonus of finding handgun crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="handgunsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingHandguns" operation="Equals" value="100"/>
			</passive_effect>
			
			<!-- Increase the chance to find Pistol Pete books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="pistolPeteProb">
				<requirement name="ProgressionLevel" progression_name="perkPistolPeteComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Pistol Pete books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="pistolPeteProb">
				<requirement name="ProgressionLevel" progression_name="perkPistolPeteComplete" operation="Equals" value="1"/>
			</passive_effect>
			
			<!-- Increase the chance to find Magnum Enforcer books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="enforcerProb">
				<requirement name="ProgressionLevel" progression_name="perkEnforcerComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Magnum Enforcer books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="enforcerProb">
				<requirement name="ProgressionLevel" progression_name="perkEnforcerComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkGunslinger"/>
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" cvar=".GunslingerCombo" operation="add" value="1">
					<requirement name="ProgressionLevel" progression_name="perkGunslinger" operation="GTE" value="3"/>
					<requirement name="!HasBuff" buff="buffPerkGunslingerBonus"/>
					<requirement name="IsAlive" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="buffPerkGunslinger">
					<requirement name="ProgressionLevel" progression_name="perkGunslinger" operation="GTE" value="3"/>
					<requirement name="!HasBuff" buff="buffPerkGunslingerBonus"/>
					<requirement name="IsAlive" target="other"/>
				</triggered_effect>

			<effect_description level="1" desc_key="perkGunslingerRank1Desc" long_desc_key="perkGunslingerRank1LongDesc"/>
			<effect_description level="2" desc_key="perkGunslingerRank2Desc" long_desc_key="perkGunslingerRank2LongDesc"/>
			<effect_description level="3" desc_key="perkGunslingerRank3Desc" long_desc_key="perkGunslingerRank3LongDesc"/>
			<effect_description level="4" desc_key="perkGunslingerRank4Desc" long_desc_key="perkGunslingerRank4LongDesc"/>
			<effect_description level="5" desc_key="perkGunslingerRank5Desc" long_desc_key="perkGunslingerRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** DEEP_CUTS -->
	<perk name="perkDeepCuts" parent="skillAgilityCombat" name_key="perkDeepCutsName" desc_key="perkDeepCutsDesc" icon="ui_game_symbol_deep_cuts">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkDeepCuts"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkDeepCuts"/>

			<!-- Increase the chance to find blades with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="bladeSkill"/>

			<!-- Increase the chance to find blade crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="bladesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingBlades" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once blade crafting skill reaches 75, set the probability bonus of finding salvage tools crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="bladesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingBlades" operation="Equals" value="75"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkDeepCutsRank1Desc" long_desc_key="perkDeepCutsRank1LongDesc"/>
			<effect_description level="2" desc_key="perkDeepCutsRank2Desc" long_desc_key="perkDeepCutsRank2LongDesc"/>
			<effect_description level="3" desc_key="perkDeepCutsRank3Desc" long_desc_key="perkDeepCutsRank3LongDesc"/>
			<effect_description level="4" desc_key="perkDeepCutsRank4Desc" long_desc_key="perkDeepCutsRank4LongDesc"/>
			<effect_description level="5" desc_key="perkDeepCutsRank5Desc" long_desc_key="perkDeepCutsRank5LongDesc"/>
		</effect_group>

		<!-- DEEP_CUTS:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>

			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="10" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="20" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="30" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="5"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="primary, always">
			<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="@$maxBleedCounter" target="other"/>
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
		</effect_group>

		<effect_group>
			<!-- all attacks refresh / extend bleeding even if no stacks can be added -->
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>

		<effect_group name="Secondary">
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="2">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="0"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="3">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="1"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="Equals" value="2" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="2">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="1"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="4">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="2"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="1" target="other"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="4" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="3">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="2"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="5">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="3"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="1" target="other"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="5" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="4">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="3"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="6">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="4"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="2" target="other"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="6" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="4">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="4"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="7">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="5"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="2" target="other"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="7" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="5">
					<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="5"/>
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="GTE" value="1"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="LT" value="3"/>
			<requirement name="CVarCompare" cvar="$bleedSlowdown" operation="GT" value="-.1" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.1"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.1"/>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="GTE" value="3"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="LT" value="5"/>
			<requirement name="CVarCompare" cvar="$bleedSlowdown" operation="GT" value="-.15" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.15"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.15"/>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="5"/>
			<requirement name="CVarCompare" cvar="$bleedSlowdown" operation="GT" value="-.2" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.2"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.2"/>
		</effect_group>

		<effect_group name="grazing hits T3">
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="3"/>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="5" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="40"/>
				<triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
				<triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
				<triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
				<triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>

		<effect_group name="grazing hits T4">
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="4"/>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="6" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="70"/>
				<triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
				<triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
				<triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
				<triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>

		<effect_group name="grazing hits T5">
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
			<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="5"/>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="7" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
				<triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
				<triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
				<triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>

		<effect_group>
			<requirement name="ItemHasTags" tags="perkDeepCuts"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>
	</perk>

		<!-- *** FLURRY_OF_AGILITY -->
	<perk name="perkFlurryOfAgility" parent="skillAgilityCombat" name_key="perkFlurryOfAgilityName" desc_key="perkFlurryOfAgilityDesc" icon="ui_game_symbol_knunchuck">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="2" desc_key="reqAgilityLevel02"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="4" desc_key="reqAgilityLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="6" desc_key="reqAgilityLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="8" desc_key="reqAgilityLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkFlurryOfAgility"/>
				<passive_effect name="AttacksPerMinute" operation="perc_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25" tags="perkFlurryOfAgility"/>

			<effect_description level="1" desc_key="perkFlurryOfAgilityRank1Desc" long_desc_key="perkFlurryOfAgilityRank1LongDesc"/>
			<effect_description level="2" desc_key="perkFlurryOfAgilityRank2Desc" long_desc_key="perkFlurryOfAgilityRank2LongDesc"/>
			<effect_description level="3" desc_key="perkFlurryOfAgilityRank3Desc" long_desc_key="perkFlurryOfAgilityRank3LongDesc"/>
			<effect_description level="4" desc_key="perkFlurryOfAgilityRank4Desc" long_desc_key="perkFlurryOfAgilityRank4LongDesc"/>
			<effect_description level="5" desc_key="perkFlurryOfAgilityRank5Desc" long_desc_key="perkFlurryOfAgilityRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** AGILITY:ATHLETICS_PERKS -->
		<!-- *** RUN_AND_GUN -->
	<perk name="perkRunAndGun" parent="skillAgilityAthletics" name_key="perkRunAndGunName" desc_key="perkRunandGunDesc" icon="ui_game_symbol_run_and_gun">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="SpreadMultiplierHip" operation="perc_add" level="1,2,3,4,5" value="-.05,-.1,-.15,-.2,-.25" tags="perkGunslinger,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>

			<!-- movement component is in buffReloadMovementPenalty -->

			<effect_description level="1" desc_key="perkRunAndGunRank1Desc" long_desc_key="perkRunAndGunRank1LongDesc"/>
			<effect_description level="2" desc_key="perkRunAndGunRank2Desc" long_desc_key="perkRunAndGunRank2LongDesc"/>
			<effect_description level="3" desc_key="perkRunAndGunRank3Desc" long_desc_key="perkRunAndGunRank3LongDesc"/>
			<effect_description level="4" desc_key="perkRunAndGunRank4Desc" long_desc_key="perkRunAndGunRank4LongDesc"/>
			<effect_description level="5" desc_key="perkRunAndGunRank5Desc" long_desc_key="perkRunAndGunRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** HARD_TARGET -->
	<perk name="perkHardTarget" parent="skillAgilityAthletics" name_key="perkHardTargetName" desc_key="perkHardTargetDesc" icon="ui_game_symbol_hard_target">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<requirement name="EntityHasMovementTag" tags="walking,running"/>
				<passive_effect name="GeneralDamageResist" operation="base_add" level="1,5" value=".05,.25"/>
		</effect_group>

		<effect_group>
			<effect_description level="1" desc_key="perkHardTargetRank1Desc" long_desc_key="perkHardTargetRank1LongDesc"/>
			<effect_description level="2" desc_key="perkHardTargetRank2Desc" long_desc_key="perkHardTargetRank2LongDesc"/>
			<effect_description level="3" desc_key="perkHardTargetRank3Desc" long_desc_key="perkHardTargetRank3LongDesc"/>
			<effect_description level="4" desc_key="perkHardTargetRank4Desc" long_desc_key="perkHardTargetRank4LongDesc"/>
			<effect_description level="5" desc_key="perkHardTargetRank5Desc" long_desc_key="perkHardTargetRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** PARKOUR -->
	<perk name="perkParkour" parent="skillAgilityAthletics" name_key="perkParkourName" desc_key="perkParkourDesc" icon="ui_game_symbol_parkour">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="2" desc_key="reqAgilityLevel02"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="4" desc_key="reqAgilityLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="6" desc_key="reqAgilityLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="8" desc_key="reqAgilityLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="JumpStrength" operation="perc_add" level="2,3,4,5" value=".39,.39,.75,.75"/>
			<!-- .125 is min jump with a broken leg, .16 = 1.5m easy, .175 = 2m barely, .186 = 2m plus a bit, .22 = 2.3m (1.6 + 39%), .276 = 3.3m  (1.6 + 75%) -->

			<!-- Increase parkourBonus with each level of the perk -->
			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$parkourBonus" operation="set" value="0,.01414,.02828,.044,.05656,.9"/>

			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.1,-.2,-.3,-.4,-.5" tags="jumping"/>

			<effect_description level="1" desc_key="perkParkourRank1Desc" long_desc_key="perkParkourRank1LongDesc"/>
			<effect_description level="2" desc_key="perkParkourRank2Desc" long_desc_key="perkParkourRank2LongDesc"/>
			<effect_description level="3" desc_key="perkParkourRank3Desc" long_desc_key="perkParkourRank3LongDesc"/>
			<effect_description level="4" desc_key="perkParkourRank4Desc" long_desc_key="perkParkourRank4LongDesc"/>
			<effect_description level="5" desc_key="perkParkourRank5Desc" long_desc_key="perkParkourRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** AGILITY_MASTERY -->
	<perk name="perkAgilityMastery" parent="skillAgilityAthletics" name_key="perkAgilityMasteryName" desc_key="perkAgilityMasteryDesc" icon="ui_game_symbol_agility_mastery">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="6" desc_key="reqAgilityLevel06"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="8" desc_key="reqAgilityLevel08"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="9" desc_key="reqAgilityLevel09"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<!-- Leg shots have a 40% chance to instantly cripple enemies. -->
			<requirement name="ProgressionLevel" progression_name="perkAgilityMastery" operation="GTE" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="40"/>
				<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled01"/>
		</effect_group>

		<effect_group>
			<!-- Handguns reload 20% faster -->
			<requirement name="HoldingItemHasTags" tags="perkGunslinger"/>
			<requirement name="ProgressionLevel" progression_name="perkAgilityMastery" operation="GTE" value="2"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".2"/>
		</effect_group>

		<effect_group>
			<!-- Handguns cause bleeding -->
			<requirement name="HoldingItemHasTags" tags="perkGunslinger,perkArchery"/>
			<requirement name="ProgressionLevel" progression_name="perkAgilityMastery" operation="GTE" value="3"/>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="1" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
		</effect_group>
		<effect_group>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0" target="other"/>
				<triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>

		<effect_group>
			<!-- Bows and crossbows cause bleeding -->
			<requirement name="HoldingItemHasTags" tags="perkArchery"/>
			<requirement name="ProgressionLevel" progression_name="perkAgilityMastery" operation="GTE" value="3"/>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="1" target="other"/>
				<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/>
		</effect_group>
		<effect_group>
			<requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0" target="other"/>
				<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>

		<effect_group>
			<!-- Graceful reflexes deflect the first blow with ease. Recharges every 60 seconds. -->
			<requirement name="CVarCompare" cvar="perkSpectersGrace" operation="LTE" value="0"/>
			<requirement name="ProgressionLevel" progression_name="perkAgilityMastery" operation="GTE" value="4"/>
			<requirement name="!IsAttachedToEntity"/>
			<requirement name="EntityTagCompare" target="other" tags="zombie,animal"/>
				<passive_effect name="GeneralDamageResist" operation="base_add" value="1"/>
				<triggered_effect trigger="onOtherAttackedSelf" action="PlaySound" sound="twitch_bucket_hit" play_in_head="true"/>
				<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" target="self" buff="buffSpectersGrace"/>
		</effect_group>

			<!-- Fully drawn bow shots bypass enemy armor, dealing full damage and deal an extra 25% damage. -->
			<!-- See arrows for implementation -->

		<effect_group>
			<effect_description level="1" desc_key="perkAgilityMasteryRank1Desc" long_desc_key="perkAgilityMasteryRank1LongDesc"/>
			<effect_description level="2" desc_key="perkAgilityMasteryRank2Desc" long_desc_key="perkAgilityMasteryRank2LongDesc"/>
			<effect_description level="3" desc_key="perkAgilityMasteryRank3Desc" long_desc_key="perkAgilityMasteryRank3LongDesc"/>
			<effect_description level="4" desc_key="perkAgilityMasteryRank4Desc" long_desc_key="perkAgilityMasteryRank4LongDesc"/>
			<effect_description level="5" desc_key="perkAgilityMasteryRank5Desc" long_desc_key="perkAgilityMasteryRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** AGILITY:STEALTH_PERKS -->
		<!-- *** HIDDEN_STRIKE -->
	<perk name="perkHiddenStrike" parent="skillAgilityStealth" name_key="perkHiddenStrikeName" desc_key="perkHiddenStrikeDesc" icon="ui_game_symbol_sneak_attack">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group name="regular weapons, sledgehammer"> <!-- blades, bows have item bonuses -->
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="GT" value="0" target="other"/>
			<requirement name="!ItemHasTags" tags="perkSkullCrusher"/>
				<passive_effect name="DamageBonus" operation="base_add" level="0,1,2,3,4,5" value="1.5,2,2.5,3,3.5,4"/> <!--For UI-->
				<passive_effect name="EntityDamage" operation="perc_add" level="0,1,2,3,4,5" value=".5,1,1.5,2,2.5,3"/>

			<effect_description level="1" desc_key="perkHiddenStrikeRank1Desc" long_desc_key="perkHiddenStrikeRank1LongDesc"/>
			<effect_description level="2" desc_key="perkHiddenStrikeRank2Desc" long_desc_key="perkHiddenStrikeRank2LongDesc"/>
			<effect_description level="3" desc_key="perkHiddenStrikeRank3Desc" long_desc_key="perkHiddenStrikeRank3LongDesc"/>
			<effect_description level="4" desc_key="perkHiddenStrikeRank4Desc" long_desc_key="perkHiddenStrikeRank4LongDesc"/>
			<effect_description level="5" desc_key="perkHiddenStrikeRank5Desc" long_desc_key="perkHiddenStrikeRank5LongDesc"/>
		</effect_group>

		<effect_group>
			<!-- Increase the chance to find Urban Combat books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="urbanProb">
				<requirement name="ProgressionLevel" progression_name="perkUrbanCombatComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Urban Combat books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="urbanProb">
				<requirement name="ProgressionLevel" progression_name="perkUrbanCombatComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>
	</perk>

		<!-- *** FROM_THE_SHADOWS -->
	<perk name="perkFromTheShadows" parent="skillAgilityStealth" name_key="perkFromTheShadowsName" desc_key="perkFromTheShadowsDesc" icon="ui_game_symbol_bat">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

		<effect_group>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
				<passive_effect name="LightMultiplier" operation="perc_add" level="0,5" value="0,-.65">
					<requirement name="CVarCompare" cvar="_lightlevel" operation="LTE" value="65"/>
				</passive_effect>
				<passive_effect name="NoiseMultiplier" operation="perc_add" level="0,5" value="0,-.5"/>
				<passive_effect name="CrouchSpeed" operation="perc_add" level="0,5" value="0,0.5"/>
				<passive_effect name="EnemySearchDuration" operation="perc_add" level="0,1,2,3,4,5" value="0,.2,.5,1,1.4,2"/>

			<effect_description level="1" desc_key="perkFromTheShadowsRank1Desc" long_desc_key="perkFromTheShadowsRank1LongDesc"/>
			<effect_description level="2" desc_key="perkFromTheShadowsRank2Desc" long_desc_key="perkFromTheShadowsRank2LongDesc"/>
			<effect_description level="3" desc_key="perkFromTheShadowsRank3Desc" long_desc_key="perkFromTheShadowsRank3LongDesc"/>
			<effect_description level="4" desc_key="perkFromTheShadowsRank4Desc" long_desc_key="perkFromTheShadowsRank4LongDesc"/>
			<effect_description level="5" desc_key="perkFromTheShadowsRank5Desc" long_desc_key="perkFromTheShadowsRank5LongDesc"/>
		</effect_group>

		<effect_group>
			<!-- Increase the chance to find Night Stalker books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="nightStalkerProb">
				<requirement name="ProgressionLevel" progression_name="perkNightStalkerComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Night Stalker books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="nightStalkerProb">
				<requirement name="ProgressionLevel" progression_name="perkNightStalkerComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>
	</perk>

					<!-- *** -->

<!-- *** INTELLECT:COMBAT_PERKS -->
		<!-- *** ELECTROCUTIONER -->
	<perk name="perkElectrocutioner" parent="skillIntellectCombat" name_key="perkElectrocutionerName" desc_key="perkElectrocutionerDesc" icon="ui_game_symbol_electric_power">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkElectrocutioner"/>
			<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkElectrocutioner"/>

			<!-- Increase the chance to find batons and turrets with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="roboticsSkill"/>

			<!-- Increase the chance to find robotic crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="roboticsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRobotics" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once robotic crafting skill reaches 100, set the probability bonus of finding robotic crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="roboticsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRobotics" operation="Equals" value="100"/>
			</passive_effect>

			<!-- Increase the chance to find Tech Junkie books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="techJunkieProb">
				<requirement name="ProgressionLevel" progression_name="perkTechJunkie8Complete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Tech Junkie books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="techJunkieProb">
				<requirement name="ProgressionLevel" progression_name="perkTechJunkie8Complete" operation="Equals" value="1"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkElectrocutionerRank1Desc" long_desc_key="perkElectrocutionerRank1LongDesc"/>
			<effect_description level="2" desc_key="perkElectrocutionerRank2Desc" long_desc_key="perkElectrocutionerRank2LongDesc"/>
			<effect_description level="3" desc_key="perkElectrocutionerRank3Desc" long_desc_key="perkElectrocutionerRank3LongDesc"/>
			<effect_description level="4" desc_key="perkElectrocutionerRank4Desc" long_desc_key="perkElectrocutionerRank4LongDesc"/>
			<effect_description level="5" desc_key="perkElectrocutionerRank5Desc" long_desc_key="perkElectrocutionerRank5LongDesc"/>
		</effect_group>

		<!-- ELECTROCUTIONER:SEXREX_REPLACEMENT -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkElectrocutioner"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.08,-.15,-.2,-.25,-.25"/>
			<passive_effect name="StaminaLoss" operation="perc_add" level="1,2,3,4,5" value="-.07,-.15,-.2,-.25,-.25" tags="secondary"/>

			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="10" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkElectrocutioner" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="20" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkElectrocutioner" operation="Equals" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="30" delay="1.0">
				<requirement name="ProgressionLevel" progression_name="perkElectrocutioner" operation="Equals" value="5"/>
			</triggered_effect>
		</effect_group>
	</perk>

		<!-- *** TURRETS -->
	<perk name="perkTurrets" parent="skillIntellectCombat" name_key="perkTurretsName" desc_key="perkTurretsDesc" icon="ui_game_symbol_electric_turret">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1,2,3,4,5" value=".125,.25,.375,.5,.5" tags="turretMelee"/>
			<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" level="1,2,3,4,5" value=".125,.25,.375,.5,.5" tags="turretMelee,deployed"/> -->

			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="4,5" value="0.1,0.2" tags="perkTurrets"/>
			<passive_effect name="MagazineSize" operation="base_add" level="1,5" value="10,50" tags="perkTurrets">
				<requirement name="!ItemHasTags" tags="turretMelee"/>
			</passive_effect>

			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1,2,3,4,5" value=".3,.7,1.1,1.5,1.5" tags="turretRanged"/>
			<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" level="1,2,3,4,5" value=".3,.6,.9,1.2,1.2" tags="turretRanged"/> -->
			<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" level="1,2,3,4,5" value=".3,.7,1.1,1.5,1.5" tags="turretRanged,deployed"/> -->

			<passive_effect name="EntityDamage" operation="perc_add" level="1,2,3,4,5" value=".1,.2,.3,.4,.4" tags="perkTurrets"/>
			<!-- <passive_effect name="EntityDamage" operation="perc_add" level="1,2,3,4,5" value=".1,.2,.3,.4,.4" tags="perkTurrets,deployed"/> -->
			<passive_effect name="BlockDamage" operation="perc_add" level="1,2,3,4,5" value=".1,.2,.3,.4,.4" tags="turretMelee"/>

			<passive_effect name="JunkTurretActiveCount" operation="base_set" value="0"/>
			<passive_effect name="JunkTurretActiveCount" operation="base_add" level="5" value="1"/>
				<!-- JunkTurretActiveCount,  default=1,  A value of 0 means that 1 turret can be active. Value of 2 means 3 turrets will be active. -->
			<passive_effect name="JunkTurretActiveRange" operation="base_set" level="0,1,2,3,4,5" value="10,14,15,16,17,18"/>

			<!-- Increase the chance to find batons and turrets with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="roboticsSkill"/>

			<!-- Increase the chance to find robotic crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="roboticsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRobotics" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once robotic crafting skill reaches 100, set the probability bonus of finding robotic crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="roboticsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRobotics" operation="Equals" value="100"/>
			</passive_effect>

			<!-- Increase the chance to find Tech Junkie books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="techJunkieProb">
				<requirement name="ProgressionLevel" progression_name="perkTechJunkie8Complete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Tech Junkie books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="techJunkieProb">
				<requirement name="ProgressionLevel" progression_name="perkTechJunkie8Complete" operation="Equals" value="1"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkTurretsRank1Desc" long_desc_key="perkTurretsRank1LongDesc"/>
			<effect_description level="2" desc_key="perkTurretsRank2Desc" long_desc_key="perkTurretsRank2LongDesc"/>
			<effect_description level="3" desc_key="perkTurretsRank3Desc" long_desc_key="perkTurretsRank3LongDesc"/>
			<effect_description level="4" desc_key="perkTurretsRank4Desc" long_desc_key="perkTurretsRank4LongDesc"/>
			<effect_description level="5" desc_key="perkTurretsRank5Desc" long_desc_key="perkTurretsRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** FLURRY_OF_INTELLECT -->
	<perk name="perkFlurryOfIntellect" parent="skillIntellectCombat" name_key="perkFlurryOfIntellectName" desc_key="perkFlurryOfIntellectDesc" icon="ui_game_symbol_knunchuck">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="2" desc_key="reqIntellectLevel02"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="4" desc_key="reqIntellectLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkFlurryOfIntellect"/>
				<passive_effect name="AttacksPerMinute" operation="perc_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25" tags="perkFlurryOfIntellect"/>
			<effect_description level="1" desc_key="perkFlurryOfIntellectRank1Desc" long_desc_key="perkFlurryOfIntellectRank1LongDesc"/>
			<effect_description level="2" desc_key="perkFlurryOfIntellectRank2Desc" long_desc_key="perkFlurryOfIntellectRank2LongDesc"/>
			<effect_description level="3" desc_key="perkFlurryOfIntellectRank3Desc" long_desc_key="perkFlurryOfIntellectRank3LongDesc"/>
			<effect_description level="4" desc_key="perkFlurryOfIntellectRank4Desc" long_desc_key="perkFlurryOfIntellectRank4LongDesc"/>
			<effect_description level="5" desc_key="perkFlurryOfIntellectRank5Desc" long_desc_key="perkFlurryOfIntellectRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** INTELLECT:INFLUENCE_PERKS -->
		<!-- *** BETTER_BARTER -->
	<perk name="perkBetterBarter" parent="skillIntellectInfluence" name_key="perkBetterBarterName" desc_key="perkBetterBarterDesc" icon="ui_game_symbol_barter">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="BarteringBuying" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/>
			<passive_effect name="BarteringSelling" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/>

			<effect_description level="1" desc_key="perkBetterBarterRank1Desc" long_desc_key="perkBetterBarterRank1LongDesc"/>
			<effect_description level="2" desc_key="perkBetterBarterRank2Desc" long_desc_key="perkBetterBarterRank2LongDesc"/>
			<effect_description level="3" desc_key="perkBetterBarterRank3Desc" long_desc_key="perkBetterBarterRank3LongDesc"/>
			<effect_description level="4" desc_key="perkBetterBarterRank4Desc" long_desc_key="perkBetterBarterRank4LongDesc"/>
			<effect_description level="5" desc_key="perkBetterBarterRank5Desc" long_desc_key="perkBetterBarterRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** DARING_ADVENTURER -->
	<perk name="perkDaringAdventurer" parent="skillIntellectInfluence" name_key="perkDaringAdventurerName" desc_key="perkDaringAdventurerDesc" icon="ui_game_symbol_adventure">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<passive_effect name="TraderStage" operation="base_add" level="1,5" value="10,50"/>
			<passive_effect name="QuestBonusItemReward" operation="perc_add" level="1,5" value=".05,.25"/> <!-- Bonus Dukes -->
			<passive_effect name="QuestRewardChoiceCount" operation="base_add" level="5" value="1"/>

			<effect_description level="1" desc_key="perkDaringAdventurerRank1Desc" long_desc_key="perkDaringAdventurerRank1LongDesc"/>
			<effect_description level="2" desc_key="perkDaringAdventurerRank2Desc" long_desc_key="perkDaringAdventurerRank2LongDesc"/>
			<effect_description level="3" desc_key="perkDaringAdventurerRank3Desc" long_desc_key="perkDaringAdventurerRank3LongDesc"/>
			<effect_description level="4" desc_key="perkDaringAdventurerRank4Desc" long_desc_key="perkDaringAdventurerRank4LongDesc"/>
			<effect_description level="5" desc_key="perkDaringAdventurerRank5Desc" long_desc_key="perkDaringAdventurerRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** CHARISMATIC_NATURE -->
	<perk name="perkCharismaticNature" parent="skillIntellectInfluence" name_key="perkCharismaticNatureName" desc_key="perkCharismaticNatureDesc" icon="ui_game_symbol_talk">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="9" desc_key="reqIntellectLevel09"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="1" target="selfOtherPlayers" target_tags="ally,party">
				<requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="1"/>
				<requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="2" target="selfOtherPlayers" target_tags="ally,party">
				<requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="2"/>
				<requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="2"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="3" target="selfOtherPlayers" target_tags="ally,party">
				<requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="3"/>
				<requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="3"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="4" target="selfOtherPlayers" target_tags="ally,party">
				<requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="GTE" value="4"/>
				<requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="4"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="5" target="selfOtherPlayers" target_tags="ally,party">
				<requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="GTE" value="5"/>
				<requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="5"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfProgressionUpdate" action="AddBuff" buff="buffPerkCharismaticNature" target="selfOtherPlayers" target_tags="ally,party">
				<requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="GTE" value="1"/>
			</triggered_effect>

			<effect_description level="1" desc_key="perkCharismaticNatureRank1Desc" long_desc_key="perkCharismaticNatureRank1LongDesc"/>
			<effect_description level="2" desc_key="perkCharismaticNatureRank2Desc" long_desc_key="perkCharismaticNatureRank2LongDesc"/>
			<effect_description level="3" desc_key="perkCharismaticNatureRank3Desc" long_desc_key="perkCharismaticNatureRank3LongDesc"/>
			<effect_description level="4" desc_key="perkCharismaticNatureRank4Desc" long_desc_key="perkCharismaticNatureRank4LongDesc"/>
			<effect_description level="5" desc_key="perkCharismaticNatureRank5Desc" long_desc_key="perkCharismaticNatureRank5LongDesc"/>
		</effect_group>
	</perk>

<!-- *** INTELLECT:GENERAL_INTELLECT_PERKS -->
		<!-- *** PHYSICIAN -->
	<perk name="perkPhysician" parent="skillIntellectCraftsmanship" name_key="perkPhysicianName" desc_key="perkPhysicianDesc" icon="ui_game_symbol_medical">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="9" desc_key="reqIntellectLevel09"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<!-- Craft items in the chemical station faster -->
			<passive_effect name="CraftingTime" operation="perc_add" level="2,3,4,5" value="-.2,-.2,-.4,-.4" tags="chemStationCrafting"/>

			<!-- Heal sprains with splint or cast with level 1. Logic on items -->
			<!-- Heal breaks with cast with level 3. Logic on cast -->

			<!-- Intellect weapons have an added 20% chance to dismember -->
			<passive_effect name="DismemberChance" operation="base_add" level="4,5" value=".2" tags="attIntellect"/>

			<!-- Increase the XP gains with each level of the perk -->
			<passive_effect name="PlayerExpGain" operation="perc_add" level="1,2,3,4,5" value="1,2,5,5,5" tags="medical">
				<requirement name="HoldingItemHasTags" tags="medical"/>
			</passive_effect>

			<!-- Increase medicRegHealthIncreaseSpeed with each level of the perk -->
			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$medicRegHealthIncreaseSpeed" operation="set" value="2,2.5,3,4,4,4"/>

			<!-- Increase the chance to find medical items with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="medicalSkill"/>

			<!-- Increase the chance to find medical crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="medicalCSM">
				<requirement name="ProgressionLevel" progression_name="craftingMedical" operation="LT" value="75"/>
			</passive_effect>

			<!-- Once medical crafting skill reaches 75, set the probability bonus of finding medical crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="medicalCSM">
				<requirement name="ProgressionLevel" progression_name="craftingMedical" operation="Equals" value="75"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkPhysicianRank1Desc" long_desc_key="perkPhysicianRank1LongDesc"/>
			<effect_description level="2" desc_key="perkPhysicianRank2Desc" long_desc_key="perkPhysicianRank2LongDesc"/>
			<effect_description level="3" desc_key="perkPhysicianRank3Desc" long_desc_key="perkPhysicianRank3LongDesc"/>
			<effect_description level="4" desc_key="perkPhysicianRank4Desc" long_desc_key="perkPhysicianRank4LongDesc"/>
			<effect_description level="5" desc_key="perkPhysicianRank5Desc" long_desc_key="perkPhysicianRank5LongDesc"/>
		</effect_group>

		<effect_group>
			<!-- Each blow landed with a stun baton has a 10% higher chance for instant death -->
			<requirement name="HoldingItemHasTags" tags="stunBaton"/>
			<requirement name="IsAlive" target="other"/>
			<requirement name="EntityTagCompare" target="other" tags="zombie,animal"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
				<passive_effect name="EntityDamage" operation="base_add" level="5" value="1500" tags="stunBaton"/>
		</effect_group>

	</perk>

		<!-- *** ADVANCED_ENGINEERING -->
	<perk name="perkAdvancedEngineering" parent="skillIntellectCraftsmanship" name_key="perkAdvancedEngineeringName" desc_key="perkAdvancedEngineeringDesc" icon="ui_game_symbol_workbench">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="4" desc_key="reqIntellectLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<!-- fake crafting perk that is used to scale resources -->
			<passive_effect name="CraftingTier" operation="base_set" level="0,5" value="0,5" tags="perkAdvancedEngineering"/>

			<passive_effect name="CraftingTime" operation="perc_add" level="1,5" value="-0.2" tags="perkAdvancedEngineering"/>
			<passive_effect name="CraftingTime" operation="perc_add" level="2,5" value="-0.2" tags="workbenchCrafting,cementMixerCrafting"/>
			<passive_effect name="ElectricalTrapXP" operation="base_set" level="1,2,3,4,5" value=".15,.3,.45,.6,.75"/>

			<!-- Increase the chance to find electrical items with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="electricianSkill"/>
			<!-- Increase the chance to find trap items with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="trapsSkill"/>
			<!-- Increase the chance to find workstations with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="workstationSkill"/>
			<!-- Increase the chance to find repair tools with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="repairingSkill"/>

			<!-- Increase the chance to find electrical crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="electricianCSM">
				<requirement name="ProgressionLevel" progression_name="craftingElectrician" operation="LT" value="100"/>
			</passive_effect>
			<!-- Increase the chance to find trap crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="trapsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingTraps" operation="LT" value="75"/>
			</passive_effect>
			<!-- Increase the chance to find workstation crafting skill magazines with each perk rank up to crafting skill 75 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="workstationCSM">
				<requirement name="ProgressionLevel" progression_name="craftingWorkstations" operation="LT" value="75"/>
			</passive_effect>
			<!-- Increase the chance to find repair tool crafting skill magazines with each perk rank up to crafting skill 50 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="repairToolsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRepairTools" operation="LT" value="50"/>
			</passive_effect>

			<!-- Once electrical crafting skill reaches 100, set the probability bonus of finding electrical crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="electricianCSM">
				<requirement name="ProgressionLevel" progression_name="craftingElectrician" operation="Equals" value="100"/>
			</passive_effect>
			<!-- Once trap crafting skill reaches 75, set the probability bonus of finding trap crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="trapsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingTraps" operation="Equals" value="75"/>
			</passive_effect>
			<!-- Once workstation crafting skill reaches 75, set the probability bonus of finding workstation crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="workstationCSM">
				<requirement name="ProgressionLevel" progression_name="craftingWorkstations" operation="Equals" value="75"/>
			</passive_effect>
			<!-- Once repair tool skill reaches 50, set the probability bonus of finding repair tool crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="repairToolsCSM">
				<requirement name="ProgressionLevel" progression_name="craftingRepairTools" operation="Equals" value="50"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkAdvancedEngineeringRank1Desc" long_desc_key="perkAdvancedEngineeringRank1LongDesc"/>
			<effect_description level="2" desc_key="perkAdvancedEngineeringRank2Desc" long_desc_key="perkAdvancedEngineeringRank2LongDesc"/>
			<effect_description level="3" desc_key="perkAdvancedEngineeringRank3Desc" long_desc_key="perkAdvancedEngineeringRank3LongDesc"/>
			<effect_description level="4" desc_key="perkAdvancedEngineeringRank4Desc" long_desc_key="perkAdvancedEngineeringRank4LongDesc"/>
			<effect_description level="5" desc_key="perkAdvancedEngineeringRank5Desc" long_desc_key="perkAdvancedEngineeringRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** GREASE_MONKEY -->
	<perk name="perkGreaseMonkey" parent="skillIntellectCraftsmanship" name_key="perkGreaseMonkeyName" desc_key="perkGreaseMonkeyDesc" icon="ui_game_symbol_service">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="4" desc_key="reqIntellectLevel04"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<!-- fake crafting perk that is used to scale resources or quality like on carBattery -->
			<passive_effect name="CraftingTier" operation="base_set" level="0,5" value="0,5" tags="perkGreaseMonkey"/>

			<!-- Increase the chance to find vehicles with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="vehiclesSkill"/>

			<!-- Increase the chance to find vehicle crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="vehiclesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingVehicles" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once vehicle crafting skill reaches 100, set the probability bonus of finding vehicle crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="vehiclesCSM">
				<requirement name="ProgressionLevel" progression_name="craftingVehicles" operation="Equals" value="100"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkGreaseMonkeyRank1Desc" long_desc_key="perkGreaseMonkeyRank1LongDesc"/>
			<effect_description level="2" desc_key="perkGreaseMonkeyRank2Desc" long_desc_key="perkGreaseMonkeyRank2LongDesc"/>
			<effect_description level="3" desc_key="perkGreaseMonkeyRank3Desc" long_desc_key="perkGreaseMonkeyRank3LongDesc"/>
			<effect_description level="4" desc_key="perkGreaseMonkeyRank4Desc" long_desc_key="perkGreaseMonkeyRank4LongDesc"/>
			<effect_description level="5" desc_key="perkGreaseMonkeyRank5Desc" long_desc_key="perkGreaseMonkeyRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** INTELLECT_MASTERY -->
	<perk name="perkIntellectMastery" parent="skillIntellectCraftsmanship" name_key="perkIntellectMasteryName" desc_key="perkIntellectMasteryDesc" icon="ui_game_symbol_intellect_mastery">
		<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06"/></level_requirements>
		<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements>
		<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08"/></level_requirements>
		<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="9" desc_key="reqIntellectLevel09"/></level_requirements>
		<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements>

		<effect_group>
			<!-- Set the flag to 1 if the flag is not set and progression is enabled -->
			<triggered_effect trigger="onPerkLevelChanged" action="ModifyCVar" cvar="$pointChanceFlag" operation="set" value="1">
				<requirement name="CVarCompare" cvar="$pointChanceFlag" operation="LT" value="1"/>
				<requirement name="ProgressionLevel" progression_name="perkIntellectMastery" operation="GTE" value="3"/>
			</triggered_effect>

			<!-- Adds a 50% chance to gain 2 skill points when reading magazines -->
			<triggered_effect trigger="onPerkLevelChanged" action="ModifyCVar" cvar="$perkIntellectMasteryPointChance" operation="add" value="50">
				<requirement name="CVarCompare" cvar="$pointChanceFlag" operation="EQ" value="1"/>
				<requirement name="ProgressionLevel" progression_name="perkIntellectMastery" operation="GTE" value="3"/>
			</triggered_effect>

			<triggered_effect trigger="onPerkLevelChanged" action="ModifyCVar" cvar="$nerdOutfitSkillPointChance" operation="add" value="@$perkIntellectMasteryPointChance">
				<requirement name="ProgressionLevel" progression_name="perkIntellectMastery" operation="GTE" value="3"/>
				<requirement name="CVarCompare" cvar="$pointChanceFlag" operation="EQ" value="1"/>
			</triggered_effect>

			<!-- Set the flag to 2 to stop adding -->
			<triggered_effect trigger="onPerkLevelChanged" action="ModifyCVar" cvar="$pointChanceFlag" operation="add" value="1">
				<requirement name="CVarCompare" cvar="$pointChanceFlag" operation="EQ" value="1"/>
				<requirement name="ProgressionLevel" progression_name="perkIntellectMastery" operation="GTE" value="3"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Clear CVars if progression is reset -->
			<triggered_effect trigger="onSelfProgressionUpdate" action="RemoveCVar" cvar="$perkIntellectMasteryPointChance,$pointChanceFlag,$nerdOutfitSkillPointChance">
				<requirement name="ProgressionLevel" progression_name="perkIntellectMastery" operation="LTE" value="0"/>
				<requirement name="CVarCompare" cvar="$perkIntellectMasteryPointChance" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Vehicles take less damage and consume less fuel -->
			<passive_effect name="VehicleFuelUsePer" operation="perc_add" level="1,5" value="-.2"/>
			<passive_effect name="VehicleSelfDamage" operation="perc_add" level="1,5" value="-.2" tags="vehicle"/>

			<!-- Batons only need 2 hits to charge -->
			<!-- See logic in meleeWpnBatonT2StunBaton -->

			<!-- Batons are always charged -->
			<!-- See logic in meleeWpnBatonT2StunBaton -->
		</effect_group>

		<effect_group>
			<!-- Adds a chance to loot an additional book, magazine, or schematic -->
			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$perkBookwormChance" operation="set" value="25">
				<requirement name="ProgressionLevel" progression_name="perkIntellectMastery" operation="GTE" value="2"/>
			</triggered_effect>

			<!-- Clear perkBookwormChance if progression is reset or attribute reduced by crit -->
			<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$perkBookwormChance" operation="set" value="0">
				<requirement name="ProgressionLevel" progression_name="perkIntellectMastery" operation="LTE" value="1"/>
			</triggered_effect>
		</effect_group>
		
		<effect_group>
			<effect_description level="1" desc_key="perkIntellectMasteryRank1Desc" long_desc_key="perkIntellectMasteryRank1LongDesc"/>
			<effect_description level="2" desc_key="perkIntellectMasteryRank2Desc" long_desc_key="perkIntellectMasteryRank2LongDesc"/>
			<effect_description level="3" desc_key="perkIntellectMasteryRank3Desc" long_desc_key="perkIntellectMasteryRank3LongDesc"/>
			<effect_description level="4" desc_key="perkIntellectMasteryRank4Desc" long_desc_key="perkIntellectMasteryRank4LongDesc"/>
			<effect_description level="5" desc_key="perkIntellectMasteryRank5Desc" long_desc_key="perkIntellectMasteryRank5LongDesc"/>
		</effect_group>
	</perk>

					<!-- *** -->

<!-- **** GENERAL_PERKS -->

		<!-- *** LIGHT_ARMOR -->
	<perk name="perkLightArmor" max_level="4" parent="skillGeneralPerks" name_key="perkLightArmorName" desc_key="perkLightArmorDesc" icon="ui_game_symbol_light_armor" override_cost="1,2,2,3">

		<effect_group>
			<!-- Armor Rating increase handled in buffStatusCheck02 -->

			<passive_effect name="DegradationPerUse" operation="perc_add" level="0,4" value="0,-.6" tags="lightArmorDeg"/>

			<!-- Increase the chance to find armor with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,4" value="2,10" tags="armorLightSkill"/>

			<!-- Increase the chance to find armor crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,4" value="4,20" tags="armorCSM">
				<requirement name="ProgressionLevel" progression_name="craftingArmor" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once armor crafting skill reaches 100, set the probability bonus of finding armor crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,4" value="1,1" tags="armorCSM">
				<requirement name="ProgressionLevel" progression_name="craftingArmor" operation="Equals" value="100"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkLightArmorRank1Desc" long_desc_key="perkLightArmorRank1LongDesc"/>
			<effect_description level="2" desc_key="perkLightArmorRank2Desc" long_desc_key="perkLightArmorRank2LongDesc"/>
			<effect_description level="3" desc_key="perkLightArmorRank3Desc" long_desc_key="perkLightArmorRank3LongDesc"/>
			<effect_description level="4" desc_key="perkLightArmorRank4Desc" long_desc_key="perkLightArmorRank4LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** MEDIUM_ARMOR -->
	<perk name="perkMediumArmor" max_level="4" parent="skillGeneralPerks" name_key="perkMediumArmorName" desc_key="perkMediumArmorDesc" icon="ui_game_symbol_light_armor2" override_cost="1,2,2,3">

		<effect_group>
			<!-- Stamina/mobility are handled in buffStatusCheck02 -->

			<passive_effect name="DegradationPerUse" operation="perc_add" level="0,4" value="0,-.6" tags="mediumArmorDeg"/>

			<!-- Increase the chance to find armor with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,4" value="2,10" tags="armorMediumSkill"/>

			<!-- Increase the chance to find armor crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,4" value="4,20" tags="armorCSM">
				<requirement name="ProgressionLevel" progression_name="craftingArmor" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once armor crafting skill reaches 100, set the probability bonus of finding armor crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,4" value="1,1" tags="armorCSM">
				<requirement name="ProgressionLevel" progression_name="craftingArmor" operation="Equals" value="100"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkMediumArmorRank1Desc" long_desc_key="perkMediumArmorRank1LongDesc"/>
			<effect_description level="2" desc_key="perkMediumArmorRank2Desc" long_desc_key="perkMediumArmorRank2LongDesc"/>
			<effect_description level="3" desc_key="perkMediumArmorRank3Desc" long_desc_key="perkMediumArmorRank3LongDesc"/>
			<effect_description level="4" desc_key="perkMediumArmorRank4Desc" long_desc_key="perkMediumArmorRank4LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** HEAVY_ARMOR -->
	<perk name="perkHeavyArmor" max_level="4" parent="skillGeneralPerks" name_key="perkHeavyArmorName" desc_key="perkHeavyArmorDesc" icon="ui_game_symbol_armor_iron" override_cost="1,2,2,3">

		<effect_group>
			<!-- Stamina/mobility are handled in buffStatusCheck02 -->

			<passive_effect name="DegradationPerUse" operation="perc_add" level="0,4" value="0,-.6" tags="heavyArmorDeg"/>

			<!-- Increase the chance to find armor with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,4" value="2,10" tags="armorHeavySkill"/>

			<!-- Increase the chance to find armor crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,4" value="4,20" tags="armorCSM">
				<requirement name="ProgressionLevel" progression_name="craftingArmor" operation="LT" value="100"/>
			</passive_effect>

			<!-- Once armor crafting skill reaches 100, set the probability bonus of finding armor crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,4" value="1,1" tags="armorCSM">
				<requirement name="ProgressionLevel" progression_name="craftingArmor" operation="Equals" value="100"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkHeavyArmorRank1Desc" long_desc_key="perkHeavyArmorRank1LongDesc"/>
			<effect_description level="2" desc_key="perkHeavyArmorRank2Desc" long_desc_key="perkHeavyArmorRank2LongDesc"/>
			<effect_description level="3" desc_key="perkHeavyArmorRank3Desc" long_desc_key="perkHeavyArmorRank3LongDesc"/>
			<effect_description level="4" desc_key="perkHeavyArmorRank4Desc" long_desc_key="perkHeavyArmorRank4LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** MASTER_CHEF -->
	<perk name="perkMasterChef" max_level="3" parent="skillGeneralPerks" name_key="perkMasterChefName" desc_key="perkMasterChefDesc" icon="ui_game_symbol_spatula" override_cost="1,2,3">
		<!-- <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="1" desc_key="reqStrengthLevel01"/></level_requirements> -->
		<!-- <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="4" desc_key="reqStrengthLevel04"/></level_requirements> -->
		<!-- <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attStrength" operation="GTE" value="7" desc_key="reqStrengthLevel07"/></level_requirements> -->

		<effect_group>
			<!-- fake crafting perk that is used to scale resources -->
			<passive_effect name="CraftingTier" operation="base_set" level="0,3" value="0,3" tags="perkMasterChef"/>
			<!-- Speed up cooking time of campfire recipes with each rank -->
			<passive_effect name="CraftingTime" operation="perc_add" level="0,1,2,3" value="4,2,1,0" tags="perkMasterChef"/>
			
			<!-- perkMasterChef2 tag used in loot.xml adds a chance to find food and/or seeds in dumpsters -->
			<passive_effect name="LootProb" operation="base_set" level="2,3" value="8" tags="perkMasterChef2"/>
			<passive_effect name="LootProb" operation="base_set" level="2,3" value="8" tags="perkMasterChefSeeds"/>
			<!-- Increase the chance to find food items with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,3" value="2,10" tags="foodSkill"/>
			<!-- Increase the chance to find food crafting skill magazines with each perk rank up to crafting skill 100 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,3" value="2,10" tags="foodCSM">
				<requirement name="ProgressionLevel" progression_name="craftingFood" operation="LT" value="100"/>
			</passive_effect>
			<!-- Once food crafting skill reaches 100, set the probability bonus of finding food crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,3" value="1,1" tags="foodCSM">
				<requirement name="ProgressionLevel" progression_name="craftingFood" operation="Equals" value="100"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkMasterChefRank1Desc" long_desc_key="perkMasterChefRank1LongDesc"/>
			<effect_description level="2" desc_key="perkMasterChefRank2Desc" long_desc_key="perkMasterChefRank2LongDesc"/>
			<effect_description level="3" desc_key="perkMasterChefRank3Desc" long_desc_key="perkMasterChefRank3LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** LIVING_OFF_THE_LAND -->
	<perk name="perkLivingOffTheLand" max_level="3" parent="skillGeneralPerks" name_key="perkLivingOffTheLandName" desc_key="perkLivingOffTheLandDesc" icon="ui_game_symbol_tree" override_cost="1,2,2">
		<!-- <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="1" desc_key="reqFortitudeLevel01"/></level_requirements> -->
		<!-- <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="3" desc_key="reqFortitudeLevel03"/></level_requirements> -->
		<!-- <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="5" desc_key="reqFortitudeLevel05"/></level_requirements> -->
		<!-- <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="7" desc_key="reqFortitudeLevel07"/></level_requirements> -->
		<!-- <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attFortitude" operation="GTE" value="10" desc_key="reqFortitudeLevel10"/></level_requirements> -->

		<effect_group>
			<passive_effect name="CraftingTier" operation="base_set" level="0,3" value="0,3" tags="perkLivingOffTheLandCrafting"/><!-- fake crafting perk that is used to scale resources -->

			<passive_effect name="HarvestCount" operation="perc_add" level="1,2,3" value="1,1,2" tags="cropHarvest,wildCropsHarvest"/>
			<passive_effect name="HarvestCount" operation="base_set" level="2,3" value="1,1" tags="bonusCropHarvest"/>

			<!-- Increase the chance to find seeds with each perk rank -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="seedSkill"/>

			<!-- Increase the chance to find seed crafting skill magazines with each perk rank up to crafting skill 20 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="seedCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSeeds" operation="LT" value="20"/>
			</passive_effect>

			<!-- Once seed crafting skill reaches 20, set the probability bonus of finding seed crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,5" value="1,1" tags="seedCSM">
				<requirement name="ProgressionLevel" progression_name="craftingSeeds" operation="Equals" value="20"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkLivingOffTheLandRank1Desc" long_desc_key="perkLivingOffTheLandRank1LongDesc"/>
			<effect_description level="2" desc_key="perkLivingOffTheLandRank2Desc" long_desc_key="perkLivingOffTheLandRank2LongDesc"/>
			<effect_description level="3" desc_key="perkLivingOffTheLandRank3Desc" long_desc_key="perkLivingOffTheLandRank3LongDesc"/>
			<effect_description level="4" desc_key="perkLivingOffTheLandRank4Desc" long_desc_key="perkLivingOffTheLandRank4LongDesc"/>
			<effect_description level="5" desc_key="perkLivingOffTheLandRank5Desc" long_desc_key="perkLivingOffTheLandRank5LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** LOCK_PICKING -->
	<perk name="perkLockPicking" max_level="3" parent="skillGeneralPerks" name_key="perkLockPickingName" desc_key="perkLockPickingDesc" icon="ui_game_symbol_unlock" override_cost="1,2,3">
		<!-- <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attUtilityPerks" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements> -->
		<!-- <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="perkLockPicking" operation="GT" value="1" desc_key="4 Points"/></level_requirements> -->
		<!-- <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="perkLockPicking" operation="GT" value="2" desc_key="7 Points"/></level_requirements> -->

		<effect_group>
			<passive_effect name="LockPickTime" operation="perc_subtract" level="1,3" value=".17,.375"/>
			<!-- <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,3" value="1" tags="resourceLockPick"/> -->
			<passive_effect name="LockPickBreakChance" operation="perc_subtract" level="1,3" value=".1,.3"/>

			<!-- Increase the chance to find lockpicks with each perk rank -->
			<passive_effect name="LootQuantity" operation="base_add" level="2,3" value="1,2" tags="lockPickSkill"/>

			<!-- Increase the chance to find workstation crafting skill magazines with each perk rank up to crafting skill 12 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,3" value="2,10" tags="workstationCSM">
				<requirement name="ProgressionLevel" progression_name="craftingWorkstations" operation="LT" value="12"/>
			</passive_effect>

			<!-- Once workstation crafting skill reaches 12, set the probability bonus of finding workstation crafting skill magazines to 0 -->
			<passive_effect name="LootProb" operation="base_set" level="1,3" value="1,1" tags="workstationCSM">
				<requirement name="ProgressionLevel" progression_name="craftingWorkstations" operation="GTE" value="12"/>
			</passive_effect>

			<!-- Increase the chance to find The Great Heist books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,3" value="2,10" tags="greatHeistProb">
				<requirement name="ProgressionLevel" progression_name="perkGreatHeistComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all The Great Heist books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,3" value="1,1" tags="greatHeistProb">
				<requirement name="ProgressionLevel" progression_name="perkGreatHeistComplete" operation="Equals" value="1"/>
			</passive_effect>

			<effect_description level="1" desc_key="perkLockPickingRank1Desc" long_desc_key="perkLockPickingRank1LongDesc"/>
			<effect_description level="2" desc_key="perkLockPickingRank2Desc" long_desc_key="perkLockPickingRank2LongDesc"/>
			<effect_description level="3" desc_key="perkLockPickingRank3Desc" long_desc_key="perkLockPickingRank3LongDesc"/>
		</effect_group>
	</perk>

		<!-- *** LUCKY_LOOTER -->
	<perk name="perkLuckyLooter" parent="skillGeneralPerks" name_key="perkLuckyLooterName" desc_key="perkLuckyLooterDesc" icon="ui_game_symbol_shopping_cart" override_cost="1,2,2,2,3">
		<!-- <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel01"/></level_requirements> -->
		<!-- <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="2" desc_key="reqPerceptionLevel02"/></level_requirements> -->
		<!-- <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel03"/></level_requirements> -->
		<!-- <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel05"/></level_requirements> -->
		<!-- <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel07"/></level_requirements> -->

		<effect_group>
			<passive_effect name="LootStage" operation="perc_add" level="1,5" value=".05,.25"/>
				<!-- LootStage only counts for containers that you open. It does not affect party loot GS. -->
			<passive_effect name="ScavengingTime" operation="perc_subtract" level="1,2,3,4,5" value=".1,.2,.4,.6,.8"/>

			<effect_description level="1" desc_key="perkLuckyLooterRank1Desc" long_desc_key="perkLuckyLooterRank1LongDesc"/>
			<effect_description level="2" desc_key="perkLuckyLooterRank2Desc" long_desc_key="perkLuckyLooterRank2LongDesc"/>
			<effect_description level="3" desc_key="perkLuckyLooterRank3Desc" long_desc_key="perkLuckyLooterRank3LongDesc"/>
			<effect_description level="4" desc_key="perkLuckyLooterRank4Desc" long_desc_key="perkLuckyLooterRank4LongDesc"/>
			<effect_description level="5" desc_key="perkLuckyLooterRank5Desc" long_desc_key="perkLuckyLooterRank5LongDesc"/>
		</effect_group>

		<effect_group>
			<!-- Increase the chance to find Lucky Looter books until each book is read -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="2,10" tags="luckyProb">
				<requirement name="ProgressionLevel" progression_name="perkLuckyLooterComplete" operation="LT" value="1"/>
			</passive_effect>

			<!-- When all Lucky Looter books have been read, set the probability bonus of finding them to 0 -->
			<passive_effect name="LootProb" operation="perc_add" level="1,5" value="1,1" tags="luckyProb">
				<requirement name="ProgressionLevel" progression_name="perkLuckyLooterComplete" operation="Equals" value="1"/>
			</passive_effect>
		</effect_group>
	</perk>

					<!-- *** -->

<!-- *** PERK_BOOKS -->

	<!-- *** THE_FIREMAN'S_ALMANAC_VOLUME_01_WATER -->
	<book name="perkFiremansAlmanacHeat" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" desc_key="perkFiremansAlmanacHeatDesc" long_desc_key="perkFiremansAlmanacHeatLongDesc">
		<!-- Adds a chance to loot more water -->
		<effect_group>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
				<passive_effect name="LootQuantity" operation="perc_add" level="1" value="1" tags="riverWater"/>
		</effect_group>
	</book>
	<!-- *** THE_FIREMAN'S_ALMANAC_VOLUME_02_THE_FIREMAN_AXE_MOD -->
	<book name="perkFiremansAlmanacAxes" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" name_key="bookFiremansAlmanacAxes" desc_key="perkFiremansAlmanacAxesDesc" long_desc_key="perkFiremansAlmanacAxesLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modMeleeFiremansAxeMod"/>
		</effect_group>
	</book>
	<!-- *** THE_FIREMAN'S_ALMANAC_VOLUME_03_SPEED -->
	<book name="perkFiremansAlmanacSpeed" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" desc_key="perkFiremansAlmanacSpeedDesc" long_desc_key="perkFiremansAlmanacSpeedLongDesc">
		<effect_group>
				<passive_effect name="AttacksPerMinute" operation="perc_add" level="1" value="0.05" tags="axe"/>
		</effect_group>
	</book>
	<!-- *** THE_FIREMAN'S_ALMANAC_VOLUME_04_MOLOTOV -->
	<book name="perkFiremansAlmanacMolotov" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" desc_key="perkFiremansAlmanacMolotovDesc" long_desc_key="perkFiremansAlmanacMolotovLongDesc">
		<effect_group> <!-- effect is on thrownAmmoMolotovCocktail --> </effect_group>
	</book>
	<!-- *** THE_FIREMAN'S_ALMANAC_VOLUME_05_PREVENTION -->
	<book name="perkFiremansAlmanacPrevention" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" desc_key="perkFiremansAlmanacPreventionDesc" long_desc_key="perkFiremansAlmanacPreventionLongDesc">
		<effect_group>
			<passive_effect name="BuffResistance" operation="base_add" level="1" value="0.25" tags="buffBurningMolotov,buffBurningElement,buffBurningEnvironment,buffBurningEnvironmentHack"/>
		</effect_group>
	</book>
	<!-- *** THE_FIREMAN'S_ALMANAC_VOLUME_06_HARVEST -->
	<book name="perkFiremansAlmanacHarvest" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" desc_key="perkFiremansAlmanacHarvestDesc" long_desc_key="perkFiremansAlmanacHarvestLongDesc">
		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1" value="0.1" tags="coalBurnedDmg"/>
		</effect_group>
	</book>
	<!-- *** THE_FIREMAN'S_ALMANAC_VOLUME_07_EQUIPMENT -->
	<book name="perkFiremansAlmanacEquipment" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" name_key="bookFiremansAlmanacEquipment" desc_key="perkFiremansAlmanacEquipmentDesc" long_desc_key="perkFiremansAlmanacEquipmentLongDesc">
		<effect_group>
			<passive_effect name="VehicleSelfDamage" operation="perc_add" level="1" value="-.25" tags="vehicle"/>
		</effect_group>
	</book>
	<!-- *** 7/7 THE_FIREMAN'S_ALMANAC_COMPLETE -->
	<book name="perkFiremansAlmanacComplete" parent="skillFiremansAlmanac" max_level="1" base_skill_point_cost="0" desc_key="perkFiremansAlmanacCompleteDesc" long_desc_key="perkFiremansAlmanacCompleteLongDesc">
		<effect_group>
			<requirement name="InBiome" biome="8"/>
				<passive_effect name="StaminaChangeOT" operation="perc_add" level="1" value="0.2" tags="running"/> <!-- perkFiremansAlmanacComplete -->
				<passive_effect name="CarryCapacity" operation="base_add" level="1" value="45"/>
		</effect_group>

		<effect_group>
			<requirement name="InBiome" biome="9"/>
				<passive_effect name="StaminaChangeOT" operation="perc_add" level="1" value="0.2" tags="running"/> <!-- perkFiremansAlmanacComplete -->
				<passive_effect name="CarryCapacity" operation="base_add" level="1" value="45"/>
		</effect_group>

		<effect_group>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value="0.5" tags="chainsaw"/>
		</effect_group>
	</book>

	<!-- *** NIGHT_STALKER_VOLUME_01_STEALTH -->
	<book name="perkNightStalkerStealthDamage" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerStealthDamageDesc" long_desc_key="perkNightStalkerStealthDamageLongDesc">
		<effect_group>
			<requirement name="IsNight"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1"/>
		</effect_group>
	</book>
	<!-- *** NIGHT_STALKER_VOLUME_02_SILENT -->
	<book name="perkNightStalkerSilentNight" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerSilentNightDesc" long_desc_key="perkNightStalkerSilentNightLongDesc">
		<effect_group>
			<requirement name="IsNight"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
				<passive_effect name="LightMultiplier" operation="perc_add" level="1" value="-.05"/>
				<passive_effect name="NoiseMultiplier" operation="perc_add" level="1" value="-.05"/>
		</effect_group>
	</book>
	<!-- *** NIGHT_STALKER_VOLUME_03_BLADES -->
	<book name="perkNightStalkerBlades" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerBladesDesc" long_desc_key="perkNightStalkerBladesLongDesc">
		<effect_group>
			<requirement name="IsNight"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="perkDeepCuts"/>
		</effect_group>
	</book>
	<!-- *** NIGHT_STALKER_VOLUME_04_ADRENALINE -->
	<book name="perkNightStalkerThiefAdrenaline" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerThiefAdrenalineDesc" long_desc_key="perkNightStalkerThiefAdrenalineLongDesc">
		<effect_group>
			<requirement name="IsNight"/>
			<requirement name="!HasBuff" buff="twitch_buffEncumbered"/>
				<passive_effect name="CarryCapacity" operation="base_add" level="1" value="27"/>
		</effect_group>
	</book>
	<!-- *** NIGHT_STALKER_VOLUME_05_ARCHERY -->
	<book name="perkNightStalkerArchery" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerArcheryDesc" long_desc_key="perkNightStalkerArcheryLongDesc">
		<effect_group>
			<requirement name="IsNight"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="perkArchery"/>
		</effect_group>
	</book>
	<!-- *** NIGHT_STALKER_VOLUME_06_TWILIGHT -->
	<book name="perkNightStalkerTwilightThief" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerTwilightThiefDesc" long_desc_key="perkNightStalkerTwilightThiefLongDesc">
		<effect_group>
			<requirement name="IsNight"/>
			<passive_effect name="PlayerExpGain" operation="perc_add" level="1" value=".05" tags="Kill"/>
		</effect_group>
	</book>
	<!-- *** NIGHT_STALKER_VOLUME_07_SLUMBER_PARTY -->
	<book name="perkNightStalkerSlumberParty" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerSlumberPartyDesc" long_desc_key="perkNightStalkerSlumberPartyLongDesc">
		<effect_group>
			<requirement name="IsNight"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="IsSleeping" target="other"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
				<passive_effect name="DamageBonus" operation="base_add" level="1" value=".5"/> <!--For UI-->
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".5"/>
		</effect_group>
	</book>
	<!-- *** 7/7 NIGHT_STALKER_COMPLETE -->
	<book name="perkNightStalkerComplete" parent="skillNightStalker" max_level="1" base_skill_point_cost="0" desc_key="perkNightStalkerCompleteDesc" long_desc_key="perkNightStalkerCompleteLongDesc">
		<!-- old: 50% vampiric damage from killing blows <passive_effect name="HealthSteal" operation="base_add" level="1" value=".5"/> -->
		<effect_group>
			<requirement name="IsNight"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="GT" value="0" target="other"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value="2" tags="knife"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** LUCKY_LOOTER_VOLUME_01_DUKES -->
	<book name="perkLuckyLooterDukes" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterDukesDesc" long_desc_key="perkLuckyLooterDukesLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="dukes"/>
		</effect_group>
	</book>
	<!-- *** LUCKY_LOOTER_VOLUME_02_AMMUNITION -->
	<book name="perkLuckyLooterAmmunition" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterAmmoDesc" long_desc_key="perkLuckyLooterAmmoLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="ammo"/>
		</effect_group>
	</book>
	<!-- *** LUCKY_LOOTER_VOLUME_03_BRASS -->
	<book name="perkLuckyLooterBrass" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterBrassDesc" long_desc_key="perkLuckyLooterBrassLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="brass"/>
		</effect_group>
	</book>
	<!-- *** LUCKY_LOOTER_VOLUME_04_LEAD -->
	<book name="perkLuckyLooterLead" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterLeadDesc" long_desc_key="perkLuckyLooterLeadLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="lead"/>
		</effect_group>
	</book>
	<!-- *** LUCKY_LOOTER_VOLUME_05_JUNK -->
	<book name="perkLuckyLooterBooks" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterBooksDesc" long_desc_key="perkLuckyLooterBooksLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="junk"/>
		</effect_group>
	</book>
	<!-- *** LUCKY_LOOTER_VOLUME_06_FOOD -->
	<book name="perkLuckyLooterFood" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterFoodDesc" long_desc_key="perkLuckyLooterFoodLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="food"/>
		</effect_group>
	</book>
	<!-- *** LUCKY_LOOTER_VOLUME_07_MEDICAL -->
	<book name="perkLuckyLooterMedical" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterMedicalDesc" long_desc_key="perkLuckyLooterMedicalLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="medical"/>
		</effect_group>
	</book>
	<!-- *** 7/7 LUCKY_LOOTER_COMPLETE -->
	<book name="perkLuckyLooterComplete" parent="skillLuckyLooter" max_level="1" base_skill_point_cost="0" desc_key="perkLuckyLooterCompleteDesc" long_desc_key="perkLuckyLooterCompleteLongDesc">
		<effect_group>
			<passive_effect name="LootDropProb" operation="perc_add" level="1" value=".2"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** MAGNUM_ENFORCER_VOLUME_01_DAMAGE -->
	<book name="perkEnforcerDamage" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" desc_key="perkEnforcerDamageDesc" long_desc_key="perkEnforcerDamageLongDesc">
		<effect_group>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value="0.1" tags="44enforcer"/>
		</effect_group>
	</book>
	<!-- *** MAGNUM_ENFORCER_VOLUME_02_APPAREL -->
	<book name="perkEnforcerApparel" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" desc_key="perkEnforcerApparelDesc" long_desc_key="perkEnforcerApparelLongDesc">
		<!-- effect is on armorEnforcerOutfit -->
		<effect_group></effect_group>
	</book>
	<!-- *** MAGNUM_ENFORCER_VOLUME_03_PUNKS -->
	<book name="perkEnforcerPunks" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" desc_key="perkEnforcerPunksDesc" long_desc_key="perkEnforcerPunksLongDesc">
		<effect_group>
			<requirement name="RoundsInMagazine" operation="LTE" value="0"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value="1" tags="44enforcer"/>
		</effect_group>
	</book>
	<!-- *** MAGNUM_ENFORCER_VOLUME_04_INTIMIDATION -->
	<book name="perkEnforcerIntimidation" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" desc_key="perkEnforcerIntimidationDesc" long_desc_key="perkEnforcerIntimidationLongDesc">
		<effect_group>
			<requirement name="HoldingItemHasTags" tags="44enforcer"/>
				<passive_effect name="BarteringBuying" operation="base_add" level="1" value="0.05"/>
				<passive_effect name="BarteringSelling" operation="base_add" level="1" value="0.05"/>
		</effect_group>
	</book>
	<!-- *** MAGNUM_ENFORCER_VOLUME_05_APAMMO -->
	<book name="perkEnforcerAPAmmo" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" name_key="bookEnforcerAPAmmo" desc_key="perkEnforcerAPAmmoDesc" long_desc_key="perkEnforcerAPAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammo44MagnumBulletAP"/>
		</effect_group>
	</book>
	<!-- *** MAGNUM_ENFORCER_VOLUME_06_HPAMMO -->
	<book name="perkEnforcerHPAmmo" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" name_key="bookEnforcerHPAmmo" desc_key="perkEnforcerHPAmmoDesc" long_desc_key="perkEnforcerHPAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammo44MagnumBulletHP"/>
		</effect_group>
	</book>
	<!-- *** MAGNUM_ENFORCER_VOLUME_07_CRIMINAL_PURSUIT -->
	<book name="perkEnforcerCriminalPursuit" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" desc_key="perkEnforcerCriminalPursuitDesc" long_desc_key="perkEnforcerCriminalPursuitLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="44enforcer"/>
			<requirement name="ProgressionLevel" progression_name="perkEnforcerCriminalPursuit" operation="Equals" value="1"/>
				<triggered_effect trigger="onCombatEntered" action="AddBuff" buff="buffEnforcerCriminalPursuit"/>
		</effect_group>
	</book>
	<!-- *** 7/7 MAGNUM_ENFORCER_COMPLETE -->
	<book name="perkEnforcerComplete" parent="skillEnforcer" max_level="1" base_skill_point_cost="0" name_key="perkEnforcerCompleteName" desc_key="perkEnforcerCompleteDesc" long_desc_key="perkEnforcerCompleteLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoBundle44MagnumBulletAP,ammoBundle44MagnumBulletHP,ammoBundle44MagnumBulletBall"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** BATTER_UP_VOLUME_01_BIG_HITS -->
	<book name="perkBatterUpBigHits" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" desc_key="perkBatterUpBigHitsDesc" long_desc_key="perkBatterUpBigHitsLongDesc">
		<effect_group>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="perkPummelPete"/>
		</effect_group>
	</book>
	<!-- *** BATTER_UP_VOLUME_02_STEALING_BASES -->
	<book name="perkBatterUpStealingBases" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" name_key="bookBatterUpStealingBases" desc_key="perkBatterUpStealingBasesDesc" long_desc_key="perkBatterUpStealingBasesLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="perkPummelPete"/>
			<requirement name="ProgressionLevel" progression_name="perkBatterUpStealingBases" operation="Equals" value="1"/>
				<triggered_effect trigger="onCombatEntered" action="AddBuff" buff="buffBatterupStealingBases"/>
		</effect_group>
	</book>
	<!-- *** BATTER_UP_VOLUME_03_HIT_AND_RUN -->
	<book name="perkBatterUpSlowPitch" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" desc_key="perkBatterUpSlowPitchDesc" long_desc_key="perkBatterUpSlowPitchLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffBatterUpSlowDown">
				<requirement name="ItemHasTags" tags="perkPummelPete"/>
				<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
				<requirement name="ProgressionLevel" progression_name="perkBatterUpSlowPitch" operation="Equals" value="1"/>
			</triggered_effect>
		</effect_group>
	</book>
	<!-- *** BATTER_UP_VOLUME_04_KNOCKDOWN -->
	<book name="perkBatterUpKnockdown" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" desc_key="perkBatterUpKnockdownDesc" long_desc_key="perkBatterUpKnockdownLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
				<requirement name="ItemHasTags" tags="perkPummelPete"/>
				<requirement name="ProgressionLevel" progression_name="perkBatterUpKnockdown" operation="Equals" value="1"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
			</triggered_effect>
		</effect_group>
	</book>
	<!-- *** BATTER_UP_VOLUME_05_MAINTENANCE -->
	<book name="perkBatterUpMaintenance" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" desc_key="perkBatterUpMaintenanceDesc" long_desc_key="perkBatterUpMaintenanceLongDesc">
		<effect_group>
				<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="perkPummelPete"/>
		</effect_group>
	</book>
	<!-- *** BATTER_UP_VOLUME_06_FOULBALLS -->
	<book name="perkBatterUpFoulBalls" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" name_key="bookBatterUpFoulBalls" desc_key="perkBatterUpFoulBallsDesc" long_desc_key="perkBatterUpFoulBallsLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="other" duration="2.5" force="350">
				<requirement name="ItemHasTags" tags="perkPummelPete"/>
				<requirement name="ProgressionLevel" progression_name="perkBatterUpFoulBalls" operation="Equals" value="1"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
			</triggered_effect>
		</effect_group>
	</book>
	<!-- *** BATTER_UP_VOLUME_07_METAL_CHAIN_MOD -->
	<book name="perkBatterUpMetalChain" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" name_key="bookBatterUpMetalChain" desc_key="perkBatterUpMetalChainDesc" long_desc_key="perkBatterUpMetalChainLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modMeleeClubMetalChain"/>
		</effect_group>
	</book>
	<!-- *** 7/7 BATTER_UP_COMPLETE -->
	<book name="perkBatterUpComplete" parent="skillBatterUp" max_level="1" base_skill_point_cost="0" desc_key="perkBatterUpCompleteDesc" long_desc_key="perkBatterUpCompleteLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="1000">
				<requirement name="ProgressionLevel" progression_name="perkBatterUpComplete" operation="Equals" value="1"/>
				<requirement name="ItemHasTags" tags="club"/>
				<requirement name="IsSecondaryAttack"/>
			</triggered_effect>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** THE_GREAT_HEIST_VOLUME_01_SAFES -->
	<book name="perkGreatHeistSafes" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" desc_key="perkGreatHeistSafesDesc" long_desc_key="perkGreatHeistSafesLongDesc">
		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1" value=".1" tags="safes"/>
		</effect_group>
	</book>
	<!-- *** THE_GREAT_HEIST_VOLUME_02_GEMS -->
	<book name="perkGreatHeistGems" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" desc_key="perkGreatHeistGemsDesc" long_desc_key="perkGreatHeistGemsLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".1" tags="gems"/>
		</effect_group>
	</book>
	<!-- *** THE_GREAT_HEIST_VOLUME_03_GOLD_RUSH -->
	<book name="perkGreatHeistGoldRush" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" name_key="bookGreatHeistGoldRush" desc_key="perkGreatHeistGoldRushDesc" long_desc_key="perkGreatHeistGoldRushLongDesc">
		<effect_group>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".1" tags="dukes"/>
		</effect_group>
	</book>
	<!-- *** THE_GREAT_HEIST_VOLUME_04_CLAIMED -->
	<book name="perkGreatHeistClaimed" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" desc_key="perkGreatHeistClaimedDesc" long_desc_key="perkGreatHeistClaimedLongDesc">
		<effect_group>
			<passive_effect name="LandClaimDamageModifier" operation="perc_subtract" level="1" value="0.2"/>
		</effect_group>
	</book>
	<!-- *** THE_GREAT_HEIST_VOLUME_05_ADRENALINE_FALL -->
	<book name="perkGreatHeistAdrenalineFall" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" desc_key="perkGreatHeistAdrenalineFallDesc" long_desc_key="perkGreatHeistAdrenalineFallLongDesc">
		<effect_group>
			<!-- effect is in  buffPlayerFallingDamage -->
		</effect_group>
	</book>
	<!-- *** THE_GREAT_HEIST_VOLUME_06_SNEAK_SPRINT -->
	<book name="perkGreatHeistSprintSneak" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" desc_key="perkGreatHeistSprintSneakDesc" long_desc_key="perkGreatHeistSprintSneakLongDesc">
		<effect_group>
			<!-- effect is in  entityclasses.xml -->
		</effect_group>
	</book>
	<!-- *** THE_GREAT_HEIST_VOLUME_07_MOTION_DETECTION -->
	<book name="perkGreatHeistMotionDetection" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" desc_key="perkGreatHeistMotionDetectionDesc" long_desc_key="perkGreatHeistMotionDetectionLongDesc">
		<effect_group>
			<passive_effect name="TurretWakeUp" operation="base_set" level="1" value="3"/>
		</effect_group>
	</book>
	<!-- *** 7/7 THE_GREAT_HEIST_COMPLETE -->
	<book name="perkGreatHeistComplete" parent="skillGreatHeist" max_level="1" base_skill_point_cost="0" name_key="perkGreatHeistCompleteName" desc_key="perkGreatHeistCompleteDesc" long_desc_key="perkGreatHeistCompleteLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="resourceLockPickBundle"/>
			<passive_effect name="LootQuantity" operation="perc_add" level="1" value=".2" tags="resourceLockPick"/>
			<passive_effect name="LockPickTime" operation="perc_subtract" level="1" value=".167"/>
			<passive_effect name="LockPickBreakChance" operation="perc_subtract" level="1" value=".1"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** WASTELAND_TREASURES_VOLUME_01_HONEY -->
	<book name="perkWasteTreasuresHoney" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" desc_key="perkWasteTreasuresHoneyDesc" long_desc_key="perkWasteTreasuresHoneyLongDesc">
		<effect_group>
				<passive_effect name="HarvestCount" operation="base_set" level="1" value="1" tags="WasteTreasuresHoneyHarvest"/>
		</effect_group>
	</book>
	<!-- *** WASTELAND_TREASURES_VOLUME_02_COFFINS -->
	<book name="perkWasteTreasuresCoffins" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" desc_key="perkWasteTreasuresCoffinsDesc" long_desc_key="perkWasteTreasuresCoffinsLongDesc">
		<effect_group>
			<passive_effect name="HarvestCount" operation="base_set" level="1" value="1" tags="WasteTreasuresCoffinHarvest"/>
		</effect_group>
	</book>
	<!-- *** WASTELAND_TREASURES_VOLUME_03_ACID -->
	<book name="perkWasteTreasuresAcid" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" desc_key="perkWasteTreasuresAcidDesc" long_desc_key="perkWasteTreasuresAcidLongDesc">
		<effect_group>
			<passive_effect name="HarvestCount" operation="base_set" level="1" value="1" tags="WasteTreasuresAcidHarvest"/>
		</effect_group>
	</book>
	<!-- *** WASTELAND_TREASURES_VOLUME_04_PURE_MINERAL_WATER -->
	<book name="perkWasteTreasuresWater" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" name_key="bookWasteTreasuresWater" desc_key="perkWasteTreasuresWaterDesc" long_desc_key="perkWasteTreasuresWaterLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="drinkJarPureMineralWater"/>
		</effect_group>
	</book>
	<!-- *** WASTELAND_TREASURES_VOLUME_05_DOOR_KNOBS -->
	<book name="perkWasteTreasuresDoors" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" desc_key="perkWasteTreasuresDoorsDesc" long_desc_key="perkWasteTreasuresDoorsLongDesc">
		<effect_group>
			<passive_effect name="HarvestCount" operation="base_set" level="1" value="1" tags="WasteTreasuresDoorHarvest"/>
		</effect_group>
	</book>
	<!-- *** WASTELAND_TREASURES_VOLUME_06_CLOTH -->
	<book name="perkWasteTreasuresCloth" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" name_key="bookWasteTreasuresCloth" desc_key="perkWasteTreasuresClothDesc" long_desc_key="perkWasteTreasuresClothLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="resourceCloth"/>
		</effect_group>
	</book>
	<!-- *** WASTELAND_TREASURES_VOLUME_07_SINKS -->
	<book name="perkWasteTreasuresSinks" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" desc_key="perkWasteTreasuresSinksDesc" long_desc_key="perkWasteTreasuresSinksLongDesc">
		<effect_group>
			<passive_effect name="HarvestCount" operation="base_set" level="1" value="1" tags="WasteTreasuresSinkHarvest"/>
		</effect_group>
	</book>
	<!-- *** 7/7 WASTELAND_TREASURES_COMPLETE -->
	<book name="perkWasteTreasuresComplete" parent="skillWasteTreasures" max_level="1" base_skill_point_cost="0" desc_key="perkWasteTreasuresCompleteDesc" long_desc_key="perkWasteTreasuresCompleteLongDesc">
		<effect_group>
			<passive_effect name="LootProb" operation="perc_add" level="1" value="2" tags="WasteTreasuresCompleteHarvest"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** HUNTING_JOURNAL_VOLUME_01_BEARS -->
	<book name="perkHuntingJournalBears" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalBearsDesc" long_desc_key="perkHuntingJournalBearsLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1">
				<requirement name="EntityTagCompare" target="other" tags="bear"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** HUNTING_JOURNAL_VOLUME_02_WOLVES -->
	<book name="perkHuntingJournalWolves" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalWolvesDesc" long_desc_key="perkHuntingJournalWolvesLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1">
				<requirement name="EntityTagCompare" target="other" tags="wolf,dog"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** HUNTING_JOURNAL_VOLUME_03_COYOTES -->
	<book name="perkHuntingJournalCoyotes" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalCoyotesDesc" long_desc_key="perkHuntingJournalCoyotesLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1">
				<requirement name="EntityTagCompare" target="other" tags="coyote"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** HUNTING_JOURNAL_VOLUME_04_MOUNTAINLIONS -->
	<book name="perkHuntingJournalMountainLions" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalMountainLionsDesc" long_desc_key="perkHuntingJournalMountainLionsLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1">
				<requirement name="EntityTagCompare" target="other" tags="mountainlion"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** HUNTING_JOURNAL_VOLUME_05_DEER -->
	<book name="perkHuntingJournalDeer" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalDeerDesc" long_desc_key="perkHuntingJournalDeerLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1">
				<requirement name="EntityTagCompare" target="other" tags="deer"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** HUNTING_JOURNAL_VOLUME_06_VULTURES -->
	<book name="perkHuntingJournalVultures" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalVulturesDesc" long_desc_key="perkHuntingJournalVulturesLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1">
				<requirement name="EntityTagCompare" target="other" tags="vulture"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** HUNTING_JOURNAL_VOLUME_07_SELF_DEFENSE -->
	<book name="perkHuntingJournalSelfDefense" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalSelfDefenseDesc" long_desc_key="perkHuntingJournalSelfDefenseLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1">
				<requirement name="EntityTagCompare" target="other" tags="human,zombie"/>
				<requirement name="!EntityTagCompare" target="other" tags="bear,wolf,dog,coyote,mountainlion,deer,vulture"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** 7/7 HUNTING_JOURNAL_COMPLETE -->
	<book name="perkHuntingJournalComplete" parent="skillHuntingJournal" max_level="1" base_skill_point_cost="0" desc_key="perkHuntingJournalCompleteDesc" long_desc_key="perkHuntingJournalCompleteLongDesc">
		<effect_group>
			<passive_effect name="HarvestCount" operation="perc_add" level="1" value=".2" tags="butcherHarvest"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** ART_OF_MINING_VOLUME_01_LUCKY_STRIKE -->
	<book name="perkArtOfMiningLuckyStrike" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" desc_key="perkArtOfMiningLuckyStrikeDesc" long_desc_key="perkArtOfMiningLuckyStrikeLongDesc">
		<effect_group>
			<passive_effect name="HarvestCount" operation="base_set" level="1" value="1" tags="artOfMiningLuckyStrikeHarvest"/>
		</effect_group>
	</book>
	<!-- *** ART_OF_MINING_VOLUME_02_DIAMOND_TIP_MOD -->
	<book name="perkArtOfMiningDiamondTools" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" name_key="bookArtOfMiningDiamondTools" desc_key="perkArtOfMiningDiamondToolsDesc" long_desc_key="perkArtOfMiningDiamondToolsLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modMeleeDiamondTip"/>
		</effect_group>
	</book>
	<!-- *** ART_OF_MINING_VOLUME_03_COFFEE -->
	<book name="perkArtOfMiningCoffee" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" name_key="bookArtOfMiningCoffee" desc_key="perkArtOfMiningCoffeeDesc" long_desc_key="perkArtOfMiningCoffeeLongDesc">
		<effect_group>
			<requirement name="HasBuff" buff="buffCoffee"/>
			<requirement name="ItemHasTags" tags="miningTool"/>
				<passive_effect name="HarvestCount" operation="perc_add" level="1" value=".1" tags="oreWoodHarvest"/>
				<passive_effect name="PlayerExpGain" operation="perc_add" level="1" value="-.05" tags="Harvesting"/>
		</effect_group>
		<effect_group>
			<requirement name="HasBuff" buff="buffBlackStrapCoffee"/>
			<requirement name="ItemHasTags" tags="miningTool"/>
				<passive_effect name="HarvestCount" operation="perc_add" level="1" value=".1" tags="oreWoodHarvest"/>
				<passive_effect name="PlayerExpGain" operation="perc_add" level="1" value="-.05" tags="Harvesting"/>
		</effect_group>
	</book>
	<!-- *** ART_OF_MINING_VOLUME_04_BLACK_STRAP -->
	<book name="perkArtOfMiningBlackStrap" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" name_key="bookArtOfMiningBlackStrap" desc_key="perkArtOfMiningBlackStrapDesc" long_desc_key="perkArtOfMiningBlackStrapLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="drinkjarBlackStrapCoffee"/>
		</effect_group>
	</book>
	<!-- *** ART_OF_MINING_VOLUME_05_BUNDLES -->
	<book name="perkArtOfMiningPallets" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" name_key="bookArtOfMiningPallets" desc_key="perkArtOfMiningPalletsDesc" long_desc_key="perkArtOfMiningPalletsLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="resourceRockSmallBundle,resourceWoodBundle,resourceScrapIronBundle,resourceOilShaleBundle,resourcePotassiumNitratePowderBundle,resourceLeadBundle,resourceScrapBrassBundle,resourceCoalBundle"/>
		</effect_group>
	</book>
	<!-- *** ART_OF_MINING_VOLUME_06_AVALANCHE -->
	<book name="perkArtOfMiningAvalanche" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" desc_key="perkArtOfMiningAvalancheDesc" long_desc_key="perkArtOfMiningAvalancheLongDesc">
		<effect_group>
			<passive_effect name="FallingBlockDamage" operation="perc_add" level="1" value="-.5"/>
		</effect_group>
	</book>
	<!-- *** ART_OF_MINING_VOLUME_07_DAMAGE -->
	<book name="perkArtOfMiningDamage" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" name_key="bookArtOfMiningDamage" desc_key="perkArtOfMiningDamageDesc" long_desc_key="perkArtOfMiningDamageLongDesc">
		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" level="1" value=".1" tags="perkMiner69r"/>
		</effect_group>
	</book>
	<!-- *** 7/7 ART_OF_MINING_COMPLETE -->
	<book name="perkArtOfMiningComplete" parent="skillArtOfMining" max_level="1" base_skill_point_cost="0" desc_key="perkArtOfMiningCompleteDesc" long_desc_key="perkArtOfMiningCompleteLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="miningTool"/>
				<passive_effect name="HarvestCount" operation="perc_add" level="1" value=".2" tags="oreWoodHarvest"/>
				<passive_effect name="PlayerExpGain" operation="perc_add" level="1" value="-.05" tags="Harvesting"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** RANGER'S_GUIDE_TO_ARCHERY_VOLUME_01_ARROW_RECOVERY -->
	<book name="perkRangersArrowRecovery" parent="skillArchery" max_level="1" base_skill_point_cost="0" desc_key="perkRangersArrowRecoveryDesc" long_desc_key="perkRangersArrowRecoveryLongDesc">
		<effect_group>
			<passive_effect name="ProjectileStickChance" operation="perc_add" level="1" value=".2"/>
		</effect_group>
	</book>
	<!-- *** RANGER'S_GUIDE_TO_ARCHERY_VOLUME_02_EXPLODING_ARROWS_BOLTS -->
	<book name="perkRangersExplodingBolts" parent="skillArchery" max_level="1" base_skill_point_cost="0" name_key="bookRangersExplodingBolts" desc_key="perkRangersExplodingBoltsDesc" long_desc_key="perkRangersExplodingBoltsLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoCrossbowBoltExploding,ammoArrowExploding"/>
		</effect_group>
	</book>
	<!-- *** RANGER'S_GUIDE_TO_ARCHERY_VOLUME_03_CRIPPLING_SHOT -->
	<book name="perkRangersCripplingShot" parent="skillArchery" max_level="1" base_skill_point_cost="0" desc_key="perkRangersCripplingShotDesc" long_desc_key="perkRangersCripplingShotLongDesc">
		<effect_group>
			<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
			<requirement name="ItemHasTags" tags="perkArchery"/>
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
				<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01"/>
		</effect_group>
	</book>
	<!-- *** RANGER'S_GUIDE_TO_ARCHERY_VOLUME_04_APARROWS -->
	<book name="perkRangersAPAmmo" parent="skillArchery" max_level="1" base_skill_point_cost="0" name_key="bookRangersAPAmmo" desc_key="perkRangersAPAmmoDesc" long_desc_key="perkRangersAPAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoArrowSteelAP,ammoCrossbowBoltSteelAP"/>
		</effect_group>
	</book>
	<!-- *** RANGER'S_GUIDE_TO_ARCHERY_VOLUME_05_FLAMING_ARROWS -->
	<book name="perkRangersFlamingArrows" parent="skillArchery" max_level="1" base_skill_point_cost="0" name_key="bookRangersFlamingArrows" desc_key="perkRangersFlamingArrowsDesc" long_desc_key="perkRangersFlamingArrowsLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoArrowFlaming,ammoCrossbowBoltFlaming"/>
		</effect_group>
	</book>
	<!-- *** RANGER'S_GUIDE_TO_ARCHERY_VOLUME_06_MAINTENANCE -->
	<book name="perkRangersForestGuide" parent="skillArchery" max_level="1" base_skill_point_cost="0" desc_key="perkRangersForestGuideDesc" long_desc_key="perkRangersForestGuideLongDesc">
		<effect_group>
				<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="perkArchery"/>
		</effect_group>
	</book>
	<!-- *** RANGER'S_GUIDE_TO_ARCHERY_VOLUME_07_KNOCKDOWN -->
	<book name="perkRangersKnockdown" parent="skillArchery" max_level="1" base_skill_point_cost="0" desc_key="perkRangersKnockdownDesc" long_desc_key="perkRangersKnockdownLongDesc">
		<effect_group>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
			<requirement name="ItemHasTags" tags="perkArchery"/>
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
				<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01"/>
		</effect_group>
	</book>
	<!-- *** 7/7 RANGER'S_GUIDE_TO_ARCHERY_COMPLETE -->
	<book name="perkRangersComplete" parent="skillArchery" max_level="1" base_skill_point_cost="0" name_key="perkRangersCompleteName" desc_key="perkRangersCompleteDesc" long_desc_key="perkRangersCompleteLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoBundleArrowStone,ammoBundleArrowIron,ammoBundleArrowFlaming,ammoBundleCrossbowBoltFlaming,ammoBundleArrowSteelAP,ammoBundleCrossbowBoltExploding,ammoBundleArrowExploding,ammoBundleCrossbowBoltIron,ammoBundleCrossbowBoltSteelAP,ammoBundleCrossbowBoltStone"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** PISTOL_PETE_VOLUME_01_TAKE_AIM -->
	<book name="perkPistolPeteTakeAim" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" desc_key="perkPistolPeteTakeAimDesc" long_desc_key="perkPistolPeteTakeAimLongDesc">
		<effect_group>
			<requirement name="HasBuff" buff="buffHoldBreathAiming01"/>
				<passive_effect name="MaxRange" operation="perc_add" level="1" value=".2" tags="9mmGun"/>
				<passive_effect name="DamageFalloffRange" operation="perc_add" level="1" value=".2" tags="9mmGun"/>
		</effect_group>
	</book>
	<!-- *** PISTOL_PETE_VOLUME_02_SWISS_KNEES -->
	<book name="perkPistolPeteSwissKnees" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" desc_key="perkPistolPeteSwissKneesDesc" long_desc_key="perkPistolPeteSwissKneesLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="9mmGun"/>
			<requirement name="ProgressionLevel" progression_name="perkPistolPeteSwissKnees" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffPistolPeteSwissKnees"/>
		</effect_group>
	</book>
	<!-- *** PISTOL_PETE_VOLUME_03_STEADY_HAND -->
	<book name="perkPistolPeteSteadyHand" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" desc_key="perkPistolPeteSteadyHandDesc" long_desc_key="perkPistolPeteSteadyHandLongDesc">
		<effect_group>
				<passive_effect name="IncrementalSpreadMultiplier" operation="perc_add" level="1" value="-.08" tags="9mmGun"/>
		</effect_group>
	</book>
	<!-- *** PISTOL_PETE_VOLUME_04_MAINTENANCE -->
	<book name="perkPistolPeteMaintenance" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" desc_key="perkPistolPeteMaintenanceDesc" long_desc_key="perkPistolPeteMaintenanceLongDesc">
		<effect_group>
				<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="9mmGun"/>
		</effect_group>
	</book>
	<!-- *** PISTOL_PETE_VOLUME_05_HPAMMO -->
	<book name="perkPistolPeteHPAmmo" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" name_key="bookPistolPeteHPAmmo" desc_key="perkPistolPeteHPAmmoDesc" long_desc_key="perkPistolPeteHPAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammo9mmBulletHP"/>
		</effect_group>
	</book>
	<!-- *** PISTOL_PETE_VOLUME_06_APAMMO -->
	<book name="perkPistolPeteAPAmmo" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" name_key="bookPistolPeteAPAmmo" desc_key="perkPistolPeteAPAmmoDesc" long_desc_key="perkPistolPeteAPAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammo9mmBulletAP"/>
		</effect_group>
	</book>
	<!-- *** PISTOL_PETE_VOLUME_07_DAMAGE -->
	<book name="perkPistolPeteDamage" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" desc_key="perkPistolPeteDamageDesc" long_desc_key="perkPistolPeteDamageLongDesc">
		<effect_group>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="9mmGun"/>
		</effect_group>
	</book>
	<!-- *** 7/7 PISTOL_PETE_COMPLETE -->
	<book name="perkPistolPeteComplete" parent="skillPistolPete" max_level="1" base_skill_point_cost="0" name_key="perkPistolPeteCompleteName" desc_key="perkPistolPeteCompleteDesc" long_desc_key="perkPistolPeteCompleteLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoBundle9mmBulletBall,ammoBundle9mmBulletHP,ammoBundle9mmBulletAP"/>
			<passive_effect name="TargetArmor" operation="perc_add" level="1" value="-.2">
				<requirement name="ItemHasTags" tags="9mmGun"/>
				<requirement name="TargetRange" target="other" operation="LTE" value="3"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkPistolPeteComplete" operation="Equals" value="1"/>
			<requirement name="ItemHasTags" tags="9mmGun"/>
			<requirement name="TargetRange" target="other" operation="LTE" value="3"/>
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1">
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="1" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** SHOTGUN_MESSIAH_VOLUME_01_DAMAGE -->
	<book name="perkShotgunMessiahDamage" parent="skillShotguns" max_level="1" base_skill_point_cost="0" desc_key="perkShotgunMessiahDamageDesc" long_desc_key="perkShotgunMessiahDamageLongDesc">
		<effect_group>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="perkBoomstick"/>
		</effect_group>
	</book>
	<!-- *** SHOTGUN_MESSIAH_VOLUME_02_BREACHING_SLUGS -->
	<book name="perkShotgunMessiahBreachingSlugs" parent="skillShotguns" max_level="1" base_skill_point_cost="0" name_key="bookShotgunMessiahBreachingSlugs" desc_key="perkShotgunMessiahBreachingSlugsDesc" long_desc_key="perkShotgunMessiahBreachingSlugsLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoShotgunBreachingSlug"/>
		</effect_group>
	</book>
	<!-- *** SHOTGUN_MESSIAH_VOLUME_03_LIMB_SHOT -->
	<book name="perkShotgunMessiahLimbShot" parent="skillShotguns" max_level="1" base_skill_point_cost="0" desc_key="perkShotgunMessiahLimbShotDesc" long_desc_key="perkShotgunMessiahLimbShotLongDesc">
		<effect_group>
			<passive_effect name="DismemberChance" operation="base_add" level="1" value=".3">
				<requirement name="ItemHasTags" tags="perkBoomstick"/>
				<requirement name="TargetRange" target="other" operation="LTE" value="3"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** SHOTGUN_MESSIAH_VOLUME_04_SLUGS -->
	<book name="perkShotgunMessiahSlugs" parent="skillShotguns" max_level="1" base_skill_point_cost="0" name_key="bookShotgunMessiahSlugs" desc_key="perkShotgunMessiahSlugsDesc" long_desc_key="perkShotgunMessiahSlugsLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoShotgunSlug"/>
		</effect_group>
	</book>
	<!-- *** SHOTGUN_MESSIAH_VOLUME_05_MAINTENANCE -->
	<book name="perkShotgunMessiahMaintenance" parent="skillShotguns" max_level="1" base_skill_point_cost="0" desc_key="perkShotgunMessiahMaintenanceDesc" long_desc_key="perkShotgunMessiahMaintenanceLongDesc">
		<effect_group>
				<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="perkBoomstick"/>
		</effect_group>
	</book>
	<!-- *** SHOTGUN_MESSIAH_VOLUME_06_TUBE_EXTENDER_MAGAZINE -->
	<book name="perkShotgunMessiahMagazine" parent="skillShotguns" max_level="1" base_skill_point_cost="0" name_key="bookShotgunMessiahMagazine" desc_key="perkShotgunMessiahMagazineDesc" long_desc_key="perkShotgunMessiahMagazineLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modGunShotgunTubeExtenderMagazine"/>
		</effect_group>
	</book>
	<!-- *** SHOTGUN_MESSIAH_VOLUME_07_PARTY_STARTER -->
	<book name="perkShotgunMessiahPartyStarter" parent="skillShotguns" max_level="1" base_skill_point_cost="0" desc_key="perkShotgunMessiahPartyStarterDesc" long_desc_key="perkShotgunMessiahPartyStarterLongDesc">
		<effect_group>
			<requirement name="StatComparePercCurrentToMax" target="other" stat="Health" operation="GTE" value="1"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".2" tags="perkBoomstick"/>
		</effect_group>
	</book>
	<!-- *** 7/7 SHOTGUN_MESSIAH_COMPLETE -->
	<book name="perkShotgunMessiahComplete" parent="skillShotguns" max_level="1" base_skill_point_cost="0" name_key="perkShotgunMessiahCompleteName" desc_key="perkShotgunMessiahCompleteDesc" long_desc_key="perkShotgunMessiahCompleteLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoBundleShotgunShell,ammoBundleShotgunSlug,ammoBundleShotgunBreachingSlug"/>
			<passive_effect name="BlockDamage" operation="perc_add" level="1" value="3" tags="wood">
				<requirement name="HoldingItemHasTags" tags="perkBoomstick"/>
			</passive_effect>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** SLEDGE_SAGA_VOLUME_01_KNOCKDOWN -->
	<book name="perkSledgeSagaKnockdown" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" desc_key="perkSledgeSagaKnockdownDesc" long_desc_key="perkSledgeSagaKnockdownLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
				<requirement name="ItemHasTags" tags="perkSkullCrusher"/>
				<requirement name="ProgressionLevel" progression_name="perkSledgeSagaKnockdown" operation="Equals" value="1"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
			</triggered_effect>
		</effect_group>
	</book>
	<!-- *** SLEDGE_SAGA_VOLUME_02_DEGRADATION -->
	<book name="perkSledgeSagaDegradation" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" name_key="bookSledgeSagaDegradation" desc_key="perkSledgeSagaDegradationDesc" long_desc_key="perkSledgeSagaDegradationLongDesc">
		<effect_group>
			<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="perkSkullCrusher"/>
		</effect_group>
	</book>
	<!-- *** SLEDGE_SAGA_VOLUME_03_CRIPPLED_MORALE -->
	<book name="perkSledgeSagaCrippledMorale" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" desc_key="perkSledgeSagaCrippledMoraleDesc" long_desc_key="perkSledgeSagaCrippledMoraleLongDesc">
		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkSledgeSagaCrippledMorale" operation="Equals" value="1"/>
			<requirement name="ItemHasTags" tags="perkSkullCrusher"/>
			<requirement name="!IsAttachedToEntity"/>
			<requirement name="CompareItemMetaFloat" operation="Equals" value="1" key="sledge2ndHit"/>
				<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffSledgeSaga3CrippledMorale"></triggered_effect>
		</effect_group>
	</book>
	<!-- *** SLEDGE_SAGA_VOLUME_04_PULVERIZING_FINISHERS -->
	<book name="perkSledgeSagaPulverizingFinishers" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" name_key="bookSledgeSagaPulverizingFinishers" desc_key="perkSledgeSagaPulverizingFinishersDesc" long_desc_key="perkSledgeSagaPulverizingFinishersLongDesc">
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value=".25" tags="perkSkullCrusher">
				<requirement name="ProgressionLevel" progression_name="perkSledgeSagaPulverizingFinishers" operation="Equals" value="1"/>
				<requirement name="StatComparePercCurrentToMax" stat="health" operation="LTE" value=".3" target="other"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** SLEDGE_SAGA_VOLUME_05_SAVAGE_REAPER -->
	<book name="perkSledgeSagaSavageReaper" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" desc_key="perkSledgeSagaSavageReaperDesc" long_desc_key="perkSledgeSagaSavageReaperLongDesc">
		<effect_group>
			<passive_effect name="PlayerExpGain" operation="perc_add" level="1" value="1" tags="Kill">
				<requirement name="IsLocalPlayer"/>
				<requirement name="IsInstigator"/>
				<requirement name="HitLocation" body_parts="Head"/>
				<requirement name="HoldingItemHasTags" tags="perkSkullCrusher"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** SLEDGE_SAGA_VOLUME_06_CONCUSSIVE_STRIKE -->
	<book name="perkSledgeSagaConcussiveStrike" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" name_key="bookSledgeSagaConcussiveStrike" desc_key="perkSledgeSagaConcussiveStrikeDesc" long_desc_key="perkSledgeSagaConcussiveStrikeLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryUnconscious">
				<requirement name="ItemHasTags" tags="perkSkullCrusher"/>
				<requirement name="ProgressionLevel" progression_name="perkSledgeSagaConcussiveStrike" operation="Equals" value="1"/>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
			</triggered_effect>
		</effect_group>
	</book>
	<!-- *** SLEDGE_SAGA_VOLUME_07_ARMOR_CRUSHER -->
	<book name="perkSledgeSagaArmorCrusher" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" desc_key="perkSledgeSagaArmorCrusherDesc" long_desc_key="perkSledgeSagaArmorCrusherLongDesc">
		<effect_group>
			<passive_effect name="TargetArmor" operation="perc_add" level="1" value="-.5">
				<requirement name="ItemHasTags" tags="perkSkullCrusher"/>
			</passive_effect>
		</effect_group>
	</book>
	<!-- *** 7/7 SLEDGE_SAGA_COMPLETE -->
	<book name="perkSledgeSagaComplete" parent="skillSledgeSaga" max_level="1" base_skill_point_cost="0" name_key="perkSledgeSagaCompleteName" desc_key="perkSledgeSagaCompleteDesc" long_desc_key="perkSledgeSagaCompleteLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="1000">
				<requirement name="ProgressionLevel" progression_name="perkSledgeSagaComplete" operation="Equals" value="1"/>
				<requirement name="ItemHasTags" tags="perkSkullCrusher"/>
				<requirement name="IsSecondaryAttack"/>
			</triggered_effect>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** SNIPER_VOLUME_01_DAMAGE -->
	<book name="perkSniperDamage" parent="skillSniper" max_level="1" base_skill_point_cost="0" desc_key="perkSniperDamageDesc" long_desc_key="perkSniperDamageLongDesc">
		<effect_group>
			<!-- effect is on the scopes -->
		</effect_group>
	</book>
	<!-- *** SNIPER_VOLUME_02_CRIPPLING_SHOT -->
	<book name="perkSniperCripplingShot" parent="skillSniper" max_level="1" base_skill_point_cost="0" desc_key="perkSniperCripplingShotDesc" long_desc_key="perkSniperCripplingShotLongDesc">
		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkSniperCripplingShot" operation="Equals" value="1"/>
			<requirement name="ItemHasTags" tags="perkDeadEye"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
				<passive_effect name="DismemberChance" operation="base_add" level="1" value=".15"/>

				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled01">
					<requirement name="!EntityTagCompare" target="other" tags="feral,radiated"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled01">
					<requirement name="EntityTagCompare" target="other" tags="feral"/>
					<requirement name="!EntityTagCompare" target="other" tags="radiated"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="80"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled01">
					<requirement name="EntityTagCompare" target="other" tags="radiated"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="60"/>
				</triggered_effect>
		</effect_group>
	</book>
	<!-- *** SNIPER_VOLUME_03_HEAD_SHOT -->
	<book name="perkSniperHeadShot" parent="skillSniper" max_level="1" base_skill_point_cost="0" desc_key="perkSniperHeadShotDesc" long_desc_key="perkSniperHeadShotLongDesc">
		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkSniperHeadShot" operation="Equals" value="1"/>
			<requirement name="ItemHasTags" tags="perkDeadEye"/>
			<requirement name="HitLocation" body_parts="Head"/>
				<passive_effect name="DismemberChance" operation="base_add" level="1" value=".15"/>

				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryStunned02">
					<requirement name="!EntityTagCompare" target="other" tags="feral,radiated"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="60"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryStunned02">
					<requirement name="EntityTagCompare" target="other" tags="feral"/>
					<requirement name="!EntityTagCompare" target="other" tags="radiated"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="40"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryStunned01">
					<requirement name="EntityTagCompare" target="other" tags="radiated"/>
					<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="30"/>
				</triggered_effect>
		</effect_group>
	</book>
	<!-- *** SNIPER_VOLUME_04_RELOAD -->
	<book name="perkSniperReload" parent="skillSniper" max_level="1" base_skill_point_cost="0" desc_key="perkSniperReloadDesc" long_desc_key="perkSniperReloadLongDesc">
		<effect_group>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="1" value="0.1" tags="perkDeadEye"/>
		</effect_group>
	</book>
	<!-- *** SNIPER_VOLUME_05_CONTROLLED_BREATHING -->
	<book name="perkSniperControlledBreathing" parent="skillSniper" max_level="1" base_skill_point_cost="0" desc_key="perkSniperControlledBreathingDesc" long_desc_key="perkSniperControlledBreathingLongDesc">
		<effect_group>
			<!-- effect is in buffHoldBreathAiming01 -->
		</effect_group>
	</book>
	<!-- *** SNIPER_VOLUME_06_APAMMO -->
	<book name="perkSniperAPAmmo" parent="skillSniper" max_level="1" base_skill_point_cost="0" name_key="bookSniperAPAmmo" desc_key="perkSniperAPAmmoDesc" long_desc_key="perkSniperAPAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammo762mmBulletAP"/>
		</effect_group>
	</book>
	<!-- *** SNIPER_VOLUME_07_HPAMMO -->
	<book name="perkSniperHPAmmo" parent="skillSniper" max_level="1" base_skill_point_cost="0" name_key="bookSniperHPAmmo" desc_key="perkSniperHPAmmoDesc" long_desc_key="perkSniperHPAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammo762mmBulletHP"/>
		</effect_group>
	</book>
	<!-- *** 7/7 SNIPER_COMPLETE -->
	<book name="perkSniperComplete" parent="skillSniper" max_level="1" base_skill_point_cost="0" name_key="perkSniperCompleteName" desc_key="perkSniperCompleteDesc" long_desc_key="perkSniperCompleteLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoBundle762mmBulletBall,ammoBundle762mmBulletHP,ammoBundle762mmBulletAP"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** AUTOMATIC_WEAPONS_HANDBOOK_VOLUME_01_DAMAGE -->
	<book name="perkAutoWeaponsDamage" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" desc_key="perkAutoWeaponsDamageDesc" long_desc_key="perkAutoWeaponsDamageLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="perkBookAutoWeapons"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1"/>
		</effect_group>
	</book>
	<!-- *** AUTOMATIC_WEAPONS_HANDBOOK_VOLUME_02_UNCONTROLLED_BURST -->
	<book name="perkAutoWeaponsUncontrolledBurst" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" desc_key="perkAutoWeaponsUncontrolledBurstDesc" long_desc_key="perkAutoWeaponsUncontrolledBurstLongDesc">
		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkAutoWeaponsUncontrolledBurst" operation="Equals" value="1"/>
			<requirement name="ItemHasTags" tags="perkBookAutoWeapons"/>
				<triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" cvar=".AutoWeaponsUBCount" operation="set" value="0"/>
				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsUBCount" operation="add" value="1"/>

				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsUBEffect" operation="set" value=".01"/>

				<triggered_effect trigger="onSelfDamagedBlock" action="ModifyCVar" cvar=".AutoWeaponsUBCount" operation="set" value="0"/>
				<triggered_effect trigger="onSelfPrimaryActionRayMiss" action="ModifyCVar" cvar=".AutoWeaponsUBCount" operation="set" value="0"/>
				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsUBCount" operation="set" value="0">
					<requirement name="RoundsInMagazine" operation="LT" value="1"/>
				</triggered_effect>

				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsUBEffect" operation="multiply" value="@.AutoWeaponsUBCount"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value="@.AutoWeaponsUBEffect"/>
		</effect_group>
		<effect_group>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".AutoWeaponsUBCount" operation="set" value="0"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".AutoWeaponsUBEffect" operation="set" value="0"/>
		</effect_group>
	</book>
	<!-- *** AUTOMATIC_WEAPONS_HANDBOOK_VOLUME_03_MAINTENANCE -->
	<book name="perkAutoWeaponsMaintenance" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" desc_key="perkAutoWeaponsMaintenanceDesc" long_desc_key="perkAutoWeaponsMaintenanceLongDesc">
		<effect_group>
				<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="perkBookAutoWeapons"/>
		</effect_group>
	</book>
	<!-- *** AUTOMATIC_WEAPONS_HANDBOOK_VOLUME_04_DRUM_MAGAZINE_MOD -->
	<book name="perkAutoWeaponsDrumMag" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" name_key="bookAutoWeaponsDrumMag" desc_key="perkAutoWeaponsDrumMagDesc" long_desc_key="perkAutoWeaponsDrumMagLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modGunDrumMagazineExtender"/>
		</effect_group>
	</book>
	<!-- *** AUTOMATIC_WEAPONS_HANDBOOK_VOLUME_05_RECOIL -->
	<book name="perkAutoWeaponsRecoil" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" desc_key="perkAutoWeaponsRecoilDesc" long_desc_key="perkAutoWeaponsRecoilLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="set" value="0"/>
			<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="add" value="1"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="set" value="0"/>
			<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="set" value="0">
				<requirement name="RoundsInMagazine" operation="LT" value="1"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkAutoWeaponsRecoil" operation="Equals" value="1"/>
			<requirement name="ItemHasTags" tags="perkBookAutoWeapons"/>
				<triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="set" value="0"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="set" value="0"/>
				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="add" value="1"/>
				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="set" value="0">
					<requirement name="RoundsInMagazine" operation="LT" value="1"/>
				</triggered_effect>

				<!-- to do
				check balancing when mod installation works again -->

				<!-- ak47 <passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.9"/>
				<passive_effect name="WeaponHandling" operation="base_set" value="0.7"/>-->
				 <!-- M60 <passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.5"/>
				<passive_effect name="WeaponHandling" operation="base_set" value="0.83"/>-->
				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilEffect" operation="set" value="-.015"/>
				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilEffect" operation="multiply" value="@.AutoWeaponsRecoilCount"/>

				<triggered_effect trigger="onSelfRangedBurstShotStart" action="ModifyCVar" cvar=".AutoWeaponsRecoilEffect" operation="set" value="-.5">
					<requirement name="CVarCompare" cvar=".AutoWeaponsRecoilEffect" operation="LT" value="-.5"/>
				</triggered_effect>

				<passive_effect name="IncrementalSpreadMultiplier" operation="perc_add" level="1" value="@.AutoWeaponsRecoilEffect"/>
		</effect_group>
		<effect_group>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".AutoWeaponsRecoilCount" operation="set" value="0"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".AutoWeaponsRecoilEffect" operation="set" value="0"/>
		</effect_group>
	</book>
	<!-- *** AUTOMATIC_WEAPONS_HANDBOOK_VOLUME_06_RAGDOLL -->
	<book name="perkAutoWeaponsRagdoll" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" desc_key="perkAutoWeaponsRagdollDesc" long_desc_key="perkAutoWeaponsRagdollLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffAutoWeaponsRagdoll">
				<requirement name="ItemHasTags" tags="perkBookAutoWeapons"/>
				<requirement name="ProgressionLevel" progression_name="perkAutoWeaponsRagdoll" operation="Equals" value="1"/>
			</triggered_effect>
		</effect_group>
	</book>
	<!-- *** AUTOMATIC_WEAPONS_HANDBOOK_VOLUME_07_Hipfire -->
	<book name="perkAutoWeaponsMachineGuns" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" name_key="bookAutoWeaponsMachineGuns" desc_key="perkAutoWeaponsMachineGunsDesc" long_desc_key="perkAutoWeaponsMachineGunsLongDesc">
		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkAutoWeaponsMachineGuns" operation="Equals" value="1"/>
				<passive_effect name="SpreadMultiplierHip" operation="perc_add" value="-.2" tags="perkBookAutoWeapons"/>
		</effect_group>
	</book>
	<!-- *** 7/7 AUTOMATIC_WEAPONS_HANDBOOK_COMPLETE -->
	<book name="perkAutoWeaponsComplete" parent="skillAutoWeapons" max_level="1" base_skill_point_cost="0" desc_key="perkAutoWeaponsCompleteDesc" long_desc_key="perkAutoWeaponsCompleteLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffAutoWeaponsComplete">
				<requirement name="ItemHasTags" tags="perkBookAutoWeapons"/>
				<requirement name="ProgressionLevel" progression_name="perkAutoWeaponsComplete" operation="Equals" value="1"/>
			</triggered_effect>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** URBAN_COMBAT_VOLUME_01_STEALTH_BOOTS -->
	<book name="perkUrbanCombatLanding" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" name_key="bookUrbanCombatLanding" desc_key="perkUrbanCombatLandingDesc" long_desc_key="perkUrbanCombatLandingLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modArmorStealthBoots"/>
		</effect_group>
	</book>
	<!-- *** URBAN_COMBAT_VOLUME_02_CIGAR -->
	<book name="perkUrbanCombatCigar" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" name_key="bookUrbanCombatCigar" desc_key="perkUrbanCombatCigarDesc" long_desc_key="perkUrbanCombatCigarLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modArmorCigar"/>
		</effect_group>
	</book>
	<!-- *** URBAN_COMBAT_VOLUME_03_SNEAKING -->
	<book name="perkUrbanCombatSneaking" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" desc_key="perkUrbanCombatSneakingDesc" long_desc_key="perkUrbanCombatSneakingLongDesc">
		<effect_group>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
				<passive_effect name="SilenceBlockSteps" operation="base_set" level="1" value="1" tags="trashPile"/>
		</effect_group>
	</book>
	<!-- *** URBAN_COMBAT_VOLUME_04_JUMPING -->
	<book name="perkUrbanCombatJumping" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" desc_key="perkUrbanCombatJumpingDesc" long_desc_key="perkUrbanCombatJumpingLongDesc">
		<effect_group>
			<!-- landing effect is in buffPlayerFallingDamage, Landing Sound stealth book -->
			<!-- jumping effect is in entityclasses.xml -->
		</effect_group>
	</book>
	<!-- *** URBAN_COMBAT_VOLUME_05_LANDMINES -->
	<book name="perkUrbanCombatLandMines" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" desc_key="perkUrbanCombatLandMinesDesc" long_desc_key="perkUrbanCombatLandMinesLongDesc">
		<effect_group>
			<passive_effect name="LandMineTriggerDelay" operation="base_add" level="1" value="2"/>
		</effect_group>
	</book>
	<!-- *** URBAN_COMBAT_VOLUME_06_ADRENALINE_RUSH -->
	<book name="perkUrbanCombatAdrenalineRush" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" desc_key="perkUrbanCombatAdrenalineRushDesc" long_desc_key="perkUrbanCombatAdrenalineRushLongDesc">
		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkUrbanCombatAdrenalineRush" operation="Equals" value="1"/>
				<triggered_effect trigger="onCombatEntered" action="AddBuff" buff="buffUrbanCombatAdrenalineRush"/>
		</effect_group>
	</book>
	<!-- *** URBAN_COMBAT_VOLUME_07_ROOM_CLEARING -->
	<book name="perkUrbanCombatRoomClearing" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" desc_key="perkUrbanCombatRoomClearingDesc" long_desc_key="perkUrbanCombatRoomClearingLongDesc">
		<effect_group>
			<requirement name="IsIndoors"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1"/>
				<passive_effect name="GeneralDamageResist" operation="base_add" level="1" value="0.05"/>
	</effect_group>
	</book>
	<!-- *** 7/7 URBAN_COMBAT_COMPLETE -->
	<book name="perkUrbanCombatComplete" parent="skillUrbanCombat" max_level="1" base_skill_point_cost="0" desc_key="perkUrbanCombatCompleteDesc" long_desc_key="perkUrbanCombatCompleteLongDesc">
		<effect_group>
			<!-- effect is in modGunSoundSuppressorSilencer -->
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** TECH_JUNKIE_VOLUME_01_DAMAGE -->
	<book name="perkTechJunkie1Damage" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" desc_key="perkTechJunkie1DamageDesc" long_desc_key="perkTechJunkie1DamageLongDesc">
		<effect_group name="held and deployed">
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="perkTurrets,deployed"/>
		</effect_group>
	</book>
	<!-- *** TECH_JUNKIE_VOLUME_02_MAINTENANCE -->
	<book name="perkTechJunkie2Maintenance" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" desc_key="perkTechJunkie2MaintenanceDesc" long_desc_key="perkTechJunkie2MaintenanceLongDesc">
		<effect_group>
			<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="perkTurrets,batonJunkie"/>
		</effect_group>
	</book>
	<!-- *** TECH_JUNKIE_VOLUME_03_APAMMO -->
	<book name="perkTechJunkie3APAmmo" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" name_key="bookTechJunkie3APAmmo" desc_key="perkTechJunkie3APAmmoDesc" long_desc_key="perkTechJunkie3APAmmoLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoJunkTurretAP"/>
		</effect_group>
	</book>
	<!-- *** TECH_JUNKIE_VOLUME_04_TURRET_SHELLS -->
	<book name="perkTechJunkie4Shells" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" name_key="bookTechJunkie4Shells" desc_key="perkTechJunkie4ShellsDesc" long_desc_key="perkTechJunkie4ShellsLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoJunkTurretShell"/>
		</effect_group>
	</book>
	<!-- *** TECH_JUNKIE_VOLUME_05_REPULSOR_MOD -->
	<book name="perkTechJunkie5Repulsor" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" name_key="bookTechJunkie5Repulsor" desc_key="perkTechJunkie5RepulsorDesc" long_desc_key="perkTechJunkie5RepulsorLongDesc">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="modMeleeStunBatonRepulsor"/>
		</effect_group>
	</book>
	<!-- *** TECH_JUNKIE_VOLUME_06_CHARGED_STRIKE -->
	<book name="perkTechJunkie6BatonCharge" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" desc_key="perkTechJunkie6BatonChargeDesc" long_desc_key="perkTechJunkie6BatonChargeLongDesc">
		<effect_group>
			<!-- Power attacks charge stun batons faster. Effect is on meleeWpnBatonT2StunBaton -->
		</effect_group>
	</book>
	<!-- *** TECH_JUNKIE_VOLUME_07_HYDRAULICS -->
	<book name="perkTechJunkie7Hydraulics" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" desc_key="perkTechJunkie7HydraulicsDesc" long_desc_key="perkTechJunkie7HydraulicsLongDesc">
		<effect_group>
			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1" value=".05" tags="turretMelee"/>
			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1" value=".05" tags="turretMelee,deployed"/>

			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1" value=".1" tags="turretRanged"/>
			<passive_effect name="RoundsPerMinute" operation="perc_add" level="1" value=".1" tags="turretRanged,deployed"/>
		</effect_group>
	</book>
	<!-- *** 7/7 TECH_JUNKIE_COMPLETE -->
	<book name="perkTechJunkie8Complete" parent="skillTechJunkie" max_level="1" base_skill_point_cost="0" name_key="bookTechJunkie8Complete" desc_key="perkTechJunkie8CompleteDesc" long_desc_key="perkTechJunkie8CompleteLongDesc">
		<!-- Learn to bulk craft all junk turret ammo. -->
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="ammoBundleJunkTurretRegular,ammoBundleJunkTurretShell,ammoBundleJunkTurretAP"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** BAR_BRAWLING_VOLUME_01_DAMAGE -->
	<book name="perkBarBrawling1BasicMoves" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" desc_key="perkBarBrawling1BasicMovesDesc" long_desc_key="perkBarBrawling1BasicMovesLongDesc">
		<!-- Do 10% more damage with fists, leather, brass and spiked knuckle weapons. -->
		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="perkBrawler"/>
		</effect_group>
	</book>
	<!-- *** BAR_BRAWLING_VOLUME_02_KNOCKDOWN -->
	<book name="perkBarBrawling2DropABomb" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" name_key="bookBarBrawling2DropABomb" desc_key="perkBarBrawling2DropABombDesc" long_desc_key="perkBarBrawling2DropABombLongDesc">
		<!-- Sprinting power attacks have a high chance of knocking down your opponent. -->
		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkBarBrawling2DropABomb" operation="Equals" value="1"/>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="50"/>
				<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryKnockdown01"/>
		</effect_group>
	</book>
	<!-- *** BAR_BRAWLING_VOLUME_03_KILLER_INSTINCT -->
	<book name="perkBarBrawling3KillerInstinct" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" desc_key="perkBarBrawling3KillerInstinctDesc" long_desc_key="perkBarBrawling3KillerInstinctLongDesc">
		<!-- Killer Instinct: Gain 5% damage with each kill, up to 15%. After 10 seconds without a kill, reduce by 5% and wait 10 more seconds. -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="ProgressionLevel" progression_name="perkBarBrawling3KillerInstinct" operation="Equals" value="1"/>
			<requirement name="!IsAttachedToEntity"/>
				<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffBarBrawling3KillerInstinct"/>
		</effect_group>
	</book>
	<!-- *** BAR_BRAWLING_VOLUME_04_FINISHING_MOVES -->
	<book name="perkBarBrawling4FinishingMoves" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" desc_key="perkBarBrawling4FinishingMovesDesc" long_desc_key="perkBarBrawling4FinishingMovesLongDesc">
		<!-- Do 20% extra damage to knocked down and stunned opponents. -->
		<effect_group>
			<requirement name="CVarCompare" cvar="_stunned" operation="Equals" value="1" target="other"/>
			<requirement name="!IsAttachedToEntity"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".2" tags="perkBrawler"/>
		</effect_group>
	</book>
	<!-- *** BAR_BRAWLING_VOLUME_05_ADRENALINE_HEALING -->
	<book name="perkBarBrawling5AdrenalineHealing" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" desc_key="perkBarBrawling5AdrenalineHealingDesc" long_desc_key="perkBarBrawling5AdrenalineHealingLongDesc">
		<!-- When in combat health recovers 1 hit point with each punch. -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="ProgressionLevel" progression_name="perkBarBrawling5AdrenalineHealing" operation="Equals" value="1"/>
			<requirement name="EntityTagCompare" target="other" tags="zombie,animal,bandit"/>
			<requirement name="IsAlive" target="other"/>
			<requirement name="!IsAttachedToEntity"/>
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyStats" stat="Health" operation="add" value="1"/>
		</effect_group>
	</book>
	<!-- *** BAR_BRAWLING_VOLUME_06_RAGE_MODE -->
	<book name="perkBarBrawling6RageMode" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" desc_key="perkBarBrawling6RageModeDesc" long_desc_key="perkBarBrawling6RageModeLongDesc">
		<!-- After getting hit, attacks with fists are 20% faster & increase movement speed by 10%. -->
		<effect_group>
			<!-- <requirement name="ItemHasTags" tags="perkBrawler"/> -->
			<requirement name="ProgressionLevel" progression_name="perkBarBrawling6RageMode" operation="Equals" value="1"/>
			<requirement name="!IsAttachedToEntity"/>
				<triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" buff="buffBarBrawling6RageMode"/>
		</effect_group>
	</book>
	<!-- *** BAR_BRAWLING_VOLUME_07_BOOZED_UP -->
	<book name="perkBarBrawling7BoozedUp" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" desc_key="perkBarBrawling7BoozedUpDesc" long_desc_key="perkBarBrawling7BoozedUpLongDesc">
		<effect_group>
			<!-- Drinking beer no longer blurs your vision and your buzz lasts twice as long. Effect is in buffBeer. -->
		</effect_group>
	</book>
	<!-- *** 7/7 BAR_BRAWLING_COMPLETE -->
	<book name="perkBarBrawling8Complete" parent="skillBarBrawling" max_level="1" base_skill_point_cost="0" desc_key="perkBarBrawling8CompleteDesc" long_desc_key="perkBarBrawling8CompleteLongDesc">
	<!-- 7th Curse: Unleash your inner chi with this ancient martial arts technique. The 7th unarmed strike landed in a short time does 300% damage. -->
		<effect_group>
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="ProgressionLevel" progression_name="perkBarBrawling8Complete" operation="Equals" value="1"/>
			<requirement name="!HasBuff" buff="buffPerkBarBrawling8CompleteBonus"/>
			<requirement name="EntityTagCompare" target="other" tags="zombie,animal,bandit"/>
			<requirement name="IsAlive" target="other"/>
			<requirement name="!IsAttachedToEntity"/>
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" cvar=".BarBrawling8CompleteCombo" operation="add" value="1"/>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="buffPerkBarBrawling8Complete"/>
		</effect_group>
	</book>

					<!-- *** -->

	<!-- *** SPEAR_HUNTER_VOLUME_01_DAMAGE -->
	<!-- Do 10% more damage with spears. -->
	<book name="perkSpearHunter1Damage" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" desc_key="perkSpearHunter1DamageDesc" long_desc_key="perkSpearHunter1DamageLongDesc">
		<effect_group>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".1" tags="perkJavelinMaster"/>
		</effect_group>
	</book>
	<!-- *** SPEAR_HUNTER_VOLUME_02_MAINTENANCE -->
	<!-- Spears degrade 50% slower. -->
	<book name="perkSpearHunter2Maintenance" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" name_key="bookSpearHunter2Maintenance" desc_key="perkSpearHunter2MaintenanceDesc" long_desc_key="perkSpearHunter2MaintenanceLongDesc">
		<effect_group>
			<passive_effect name="DegradationPerUse" operation="perc_add" level="1" value="-.2" tags="perkJavelinMaster"/>
		</effect_group>
	</book>
	<!-- *** SPEAR_HUNTER_VOLUME_03_BLEED -->
	<!-- Spears have a 25% chance to cause bleeding damage. -->
	<book name="perkSpearHunter3Bleed" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" name_key="bookSpearHunter3Bleed" desc_key="perkSpearHunter3BleedDesc" long_desc_key="perkSpearHunter3BleedLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="perkJavelinMaster"/>
			<requirement name="ProgressionLevel" progression_name="perkSpearHunter3Bleed" operation="Equals" value="1"/>
			<requirement name="IsAlive" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="25"/>
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1">
					<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="1" target="other"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryBleeding"/>
		</effect_group>
	</book>
	<!-- *** SPEAR_HUNTER_VOLUME_04_KILL_MOVE -->
	<!-- perkSpearHunter4KillMove, Power attacks do 50% more damage to downed targets. -->
	<book name="perkSpearHunter4KillMove" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" desc_key="perkSpearHunter4KillMoveDesc" long_desc_key="perkSpearHunter4KillMoveLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="perkJavelinMaster"/>
			<requirement name="CVarCompare" cvar="ragdoll" operation="Equals" value="1" target="other"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1" value=".5" tags="secondary"/>
		</effect_group>
	</book>
	<!-- *** SPEAR_HUNTER_VOLUME_05_RAPID_STRIKE -->
	<book name="perkSpearHunter5RapidStrike" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" desc_key="perkSpearHunter5RapidStrikeDesc" long_desc_key="perkSpearHunter5RapidStrikeLongDesc">
		<effect_group>
			<passive_effect name="AttacksPerMinute" operation="perc_add" level="1" value=".1" tags="perkJavelinMaster"/>
		</effect_group>
	</book>
	<!-- *** SPEAR_HUNTER_VOLUME_06_PENETRATING Shaft -->
	<!-- perkSpearHunter6PenetratingShaft, Power attacks now penetrate and damage multiple enemies. -->
	<book name="perkSpearHunter6PenetratingShaft" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" desc_key="perkSpearHunter6PenetratingShaftDesc" long_desc_key="perkSpearHunter6PenetratingShaftLongDesc">
		<!-- <effect is on the spears> -->
	</book>
	<!-- *** SPEAR_HUNTER_VOLUME_07_QUICK_STRIKE -->
	<!-- Hits scored in quick succession do 10% more damage per hit up to 30%. -->
	<book name="perkSpearHunter7QuickStrike" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" desc_key="perkSpearHunter7QuickStrikeDesc" long_desc_key="perkSpearHunter7QuickStrikeLongDesc">
		<effect_group>
			<requirement name="ItemHasTags" tags="perkJavelinMaster"/>
			<requirement name="ProgressionLevel" progression_name="perkSpearHunter7QuickStrike" operation="Equals" value="1"/>
			<requirement name="WasAlive" target="other"/>
				<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="buffSpearHunter7QuickStrike"/>
		</effect_group>
	</book>
	<!-- *** 7/7 SPEAR_HUNTER_COMPLETE -->
	<!-- Kills with spears refill your stamina. -->
	<book name="perkSpearHunter8Complete" parent="skillSpearHunter" max_level="1" base_skill_point_cost="0" desc_key="perkSpearHunter8CompleteDesc" long_desc_key="perkSpearHunter8CompleteLongDesc">
		<effect_group>
			<triggered_effect trigger="onSelfKilledOther" action="ModifyStats" stat="Stamina" operation="add" value="1000">
				<requirement name="ProgressionLevel" progression_name="perkSpearHunter8Complete" operation="Equals" value="1"/>
				<requirement name="ItemHasTags" tags="perkJavelinMaster"/>
			</triggered_effect>
		</effect_group>
	</book>

</perks>
</progression>

					<!-- *** -->

<!-- *** NOTES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Skill XP gain (automatic leveling) is DISABLED if exp_gain_multiplier = 0 -->

<!-- For testing, add the following to fire messages inside effect groups or requirements -->
<!-- <triggered_effect trigger="onSelfProgressionUpdate" action="LogMessage" message="buff triggered"/> -->
