[Action] ID=Sh_tumble; 
	name=Tumble;
	icon=icon_Sh_tumble;
	harmful=false;
	tooltip=Quickly tumble to a better position, even moving through opponents. Cures 'Immobilized' status.;
	rankUpTooltip=Each rank adds +1 range.;
	
	XPCost=250;
	XPCost=450;
	XPCost=700;
	
	casterAnimation=jumpAbility;
	maxRank=3;
	special=moveCasterToTarget;
	
	FXOnCaster=actor_afterimage1;
	FXOnCaster=sidewardLines;
	FXOnCaster=woosh;
[ActionAoE] 
	ID=Sh_tumble;
	needsLoS = true;
	needsLoE = true;
	arc=true;
	minRange = 1;
	maxRange = 2;
	maxRangeBonus=c:rank;
	canSelectActors=false;
[AvAffecter]
	ID=Sh_tumble;
	harmful=false;	
	visibleMiss=false;
	visibleEvaluations=false;
	actorValue=immob;
	magnitude=-1;
	duration=-2;
	chance=t:immob * 100;
	FXOnHit=ping;
	FXOnHitColor=SkyBlue;
	FXOnHit=bipFlutter;
	affectIntangible=true;
[AvAffecterAoE]
	ID=Sh_tumble;
	aoeCasterAsOrigin = true;
	cloneFrom=oneTile;
	canSelectAllies=true;
[AvAffecter]
	ID=Sh_tumble; 
	actorValue=push;
	magnitude=0;
	chance=0;
	duration=0;
[AvAffecterAoE]
	ID=Sh_tumble;
	cloneFrom=oneTile;
	

[Action] ID=Sh_whirl; 
	name=Whirl;
	icon=icon_Sh_whirl;
	tooltip=Spin nearby enemies 180 degrees and deal minor wind damage. Cures 'Burn' status.;
	rankUpTooltip=Each rank increases area of effect.;
	harmful=false;
	
	XPCost=180;
	XPCost=720;
	
	casterAnimation=spindance;
	casterAnimationSpeed=1.1;
	maxRank=2;
	
	FXOnCaster=spinSlashCyclone;
	FXOnCaster=sfx_gustyBlastHigh;
[ActionAoE] 
	ID=Sh_whirl; 
	aoeCasterAsOrigin = true;
	needsLoS = false;
	needsLoE = false;
	minRange = 1;
	maxRange = 1;
	maxRangeBonus=c:rank;
	airborne=true;
	bypassAll=true;
	occupyAll=true;
	canSelectAllies=false;
[AvAffecter]
	ID=Sh_whirl;
	harmful=false;	
	visibleMiss=false;
	visibleEvaluations=false;
	actorValue=burn;
	magnitude=-1;
	duration=-2;
	chance=t:burn * 100;
	FXOnHit=ping;
	FXOnHitColor=SkyBlue;
	FXOnHit=bipFlutter;
[AvAffecterAoE]
	ID=Sh_whirl;
	aoeCasterAsOrigin = true;
	cloneFrom=oneTile;
	canSelectAllies=true;
[AvAffecter]
	ID=Sh_whirl; 
	actorValue=rotate;
	magnitude=180;
	duration=-2;
	chance=100;
	FXOnTile=windWhirlSlash_moving;
	FXOnHit=whirlSlash_big;
	FXOnHit=sfx_tweep;
[AvAffecterAoE]
	ID=Sh_whirl;
	aoeCasterAsOrigin = true;
	maxRangeBonus=c:rank;
[AvAffecter]
	ID=Sh_whirl; 
	actorValue=HP;
	magnitude=d:windDmgHalfDef(4);
	duration=-2;
	chance=d:magicAcc;
	element=magic;
	element=wind;
[AvAffecterAoE]
	ID=Sh_whirl;
	aoeCasterAsOrigin = true;
	maxRangeBonus=c:rank;
	
[Action] ID=Sh_shadowSnap; 
	name=Shadow Snap;
	icon=icon_Sh_shadowSnap;
	harmful=false;
	tooltip=Blind adjacent opponents for <icon=time>60 then move past them.;
	rankUpTooltip=Each rank adds +1 distance moved.;
	mpCost=6;
	
	XPCost=450;
	XPCost=800;
	
	casterAnimation=jumpAbility;
	maxRank=2;
	special=moveCasterTowardTarget;
	FXOnCaster=darken_sudden;
	FXOnCasterColor=Black;
	FXOnCaster=ThudShotBigger;
	FXOnCasterColor=Black;
	FXOnCaster=whiteExplosion;
	FXOnCasterColor=Black;
[ActionAoE] 
	ID=Sh_shadowSnap; shape=2;
	needsLoS = true;
	needsLoE = true;
	arc=true;
	minRange = 2;
	maxRange = 1;
	maxRangeBonus=c:rank;
	canSelectActors=false;
[AvAffecter]
	ID=Sh_shadowSnap; 
	actorValue=blind;
	magnitude=1;
	chance=d:magicAcc;
	duration=60;
	FXOnTile=blackCloud;
	FXOnHit=shroudExplode;
	FXOnHitColor=Black;
	FXOnHit=QuietBurnishSound;
[AvAffecterAoE]
	ID=Sh_shadowSnap;
	aoeCasterAsOrigin = true;
	cloneFrom=adjacent;
	

[Action] ID=Sh_shiftStab; 
	name=Shift Stab;
	icon=icon_Sh_shiftStab;
	harmful=false;
	tooltip=Move past an opponent, then attack them. Ignores 'Guard' status.;
	rankUpTooltip=Each rank adds +1 distance.;
	tooltipIcons=<icon=noRanged>;
	
	XPCost=250;
	XPCost=550;
	XPCost=950;
	
	casterAnimation=shiftStab;
	casterAnimationSpeed=1;
	maxRank=3;
	special=moveCasterTowardTarget;
	requiredWeaponElement=melee;
	
	FXOnCaster=actor_afterimage1;
	FXOnCaster=Thwummm;
	FXOnCaster=woosh;
	FXOnCaster=sidewardLines;
[ActionAoE] 
	ID=Sh_shiftStab; shape=2;
	needsLoS = true;
	needsLoE = true;
	arc=true;
	minRange = 2;
	maxRange = 1;
	maxRangeBonus=c:rank;
	canSelectActors=false;
[AvAffecter]
	ID=Sh_shiftStab; 
	weaponAvAffecter=false;
	actorValue=HP;
	magnitude=w:magnitude;
	chance=w:chance;
	duration=-2;
	element=melee;
	FXOnTile=triSlash;
	FXOnTile=sfx_slashingHit;
[AvAffecterAoE]
	ID=Sh_shiftStab;
	cloneFrom=adjacent;
	coneAngle=-359;
	
	

[Action] ID=Sh_suddenShot; 
	name=Sudden Shot;
	icon=icon_Sh_suddenShot;
	tooltip=A +30% more accurate shot obscured by motions of the cloak.;
	rankUpTooltip=Each rank adds +1 range.;
	tooltipIcons=<icon=skill_Dagger><icon=skill_Bow><icon=skill_Aim> Only;
	mpCost=2;
	
	XPCost=180;
	XPCost=300;
	XPCost=500;
	
	casterAnimation=broadswing;
	casterAnimationDependsOnWeaponHand=true;
	casterAnimationSpeed=3;
	maxRank=3;
	requiredWeaponElement=shiftcloakWpn;
	FXOnCaster=quickWoosh;
	FXOnCaster=glint;
[ActionAoE] 
	ID=Sh_suddenShot;
	needsLoS = true;
	needsLoE = true;
	minRange = 2;
	maxRange = 2;
	maxRangeBonus = c:rank;
	airborne=true;
	bypassAll=false;
	occupyAll=true;
[AvAffecter]
	ID=Sh_suddenShot; 
	weaponAvAffecter=true;
	magnitude=w:magnitude;
	chance=w:chance * 1.3;
	duration=-2;
	element=physical;
	element=ranged;
	FXOnTile=line;
	FXOnTile=pop;
[AvAffecterAoE]
	ID=Sh_suddenShot;
	cloneFrom=oneTile;
	
[Action] ID=Sh_backstepShot; 
	name=Backstep Shot;
	icon=icon_Sh_backstepShot;
	harmful=false;
	tooltip=Step backwards while shooting a small area for 70% damage.;
	rankUpTooltip=Each rank increases area of effect.;
	tooltipIcons=<icon=skill_Dagger><icon=skill_Bow><icon=skill_Aim> Only;
	
	XPCost=220;
	XPCost=750;
	
	casterAnimation=backstepShot;
	maxRank=2;
	
	special=moveCasterTowardTarget;
	
	requiredWeaponElement=shiftcloakWpn;
	
	FXOnTarget=delay;
	FXOnCaster=quickWoosh;
[ActionAoE] 
	ID=Sh_backstepShot; shape=2;
	needsLoS = true;
	needsLoE = true;
	airborne=true;
	arc=true;
	minRange = 1;
	maxRange = 1;
	canSelectActors=false;
[AvAffecter]
	ID=Sh_backstepShot; 
	actorValue=HP;
	magnitude=w:magnitude * 0.7;
	chance=w:chance;
	duration=-2;
	element=physical;
	element=ranged;
	FXOnTile=line;
	FXOnTile=pop;
[AvAffecterAoE]
	ID=Sh_backstepShot;
	aoeCasterAsOrigin = true;
	cloneFrom=adjacent;
	minRange=2;
	maxRange=1;
	maxRangeBonus=c:rank;
	airborne=true;
	arc=true;
	coneAngle=-270;
	

[Action] ID=Sh_delay; 
	name=Delay;
	icon=icon_Sh_delay;
	tooltip=Threatening movements slow <math=c:rank> targets' next turn by <icon=time>5 and inflict -2 <icon=moveDistance> Move for a turn.;
	rankUpTooltip=Each rank adds +1 target.;
	
	XPCost=100;
	XPCost=600;
	XPCost=800;
	
	numTargets=c:rank;
	casterAnimation=spinAttack;
	casterAnimationSpeed=1.7;
	maxRank=3;
	
[ActionAoE] 
	ID=Sh_delay;
	cloneFrom=adjacent;
	maxRange=2;
[AvAffecter]
	ID=Sh_delay; 
	actorValue=actTimer;
	magnitude=-5;
	chance=100 * c:Acc;
	duration=-2;
	FXOnTile=whirlSlash_big;
	FXOnTile=sfx_tweep;
	FXOnHit=downwardLines;
	FXOnHit=sfx_debuffMild;
[AvAffecterAoE]
	ID=Sh_delay;
	cloneFrom=oneTile;
[AvAffecter]
	ID=Sh_delay; 
	actorValue=moveDistance;
	magnitude=-2;
	chance=100 * c:Acc;
	duration=-4;
[AvAffecterAoE]
	ID=Sh_delay;
	cloneFrom=oneTile;