[set_definitions]
{
	// ********************************************
	// User Added Sets
	// ********************************************
	[t:set,n:forge_set]		// example set
	{
		screen_name = "Forger's Gift";
		num_pieces = 2;

		[total_1]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit_melee;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 3;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit_melee;
				value				= 0.04;
				description			= "+4% Chance to Dodge Melee Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 20;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 3;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 3;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	// ********************************************
	// MELEE SETS
	// ********************************************

	[t:set,n:DWS1_set]		// Dual Wield Set 1
	{
		screen_name = "Night's Shadow";
		num_pieces = 5;

		[total_1]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit_melee;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_3;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 3;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit_melee;
				value				= 0.04;
				description			= "+4% Chance to Dodge Melee Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_3;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 20;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 3;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 3;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 4;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit_melee;
				value				= 0.06;
				description			= "+6% Chance to Dodge Melee Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_3;
				value				= 1;
				description			= "+<value> to Critical Strike, Dual Wield, and Alacrity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 25;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 5;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 5;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 2;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 5;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit_melee;
				value				= 0.10;
				description			= "+10% Chance to Dodge Melee Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_3;
				value				= 1;
				description			= "+<value> to Critical Strike, Dual Wield, and Alacrity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 30;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 8;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 8;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_5]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 7;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit_melee;
				value				= 0.12;
				description			= "+12% Chance to Dodge Melee Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_3;
				value				= 2;
				description			= "+<value> to Critical Strike, Dual Wield, and Alacrity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 40;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 14;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 14;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 6;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:DWS2_set]		// Dual Wield Set 2
	{
		screen_name = "The Furious Tempest";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 20;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 0.05;
				description			= "+5% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.04;
				description			= "+4% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 3;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 3;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 35;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 0.1;
				description			= "+10% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.06;
				description			= "+6% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 6;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 6;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 50;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 0.15;
				description			= "+15% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.1;
				description			= "+10% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 10;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 10;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:DWS3_set]		// Dual Wield Set 3
	{
		screen_name = "Luun's Deathblades";
		num_pieces = 2;

		[total_1]
		{
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_3;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 10;
				max_value			= 16;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 8;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0.06;
				description			= "+6% Power Recharge Rate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_3;
				value				= 2;
				description			= "+<value> to Critical Strike, Dual Wield, and Alacrity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:1HWS1_set]		// 1H Weapon / Shield Set 1
	{
		screen_name = "Lorethal's Legacy";
		num_pieces = 8;

		[total_1]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 3;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 5;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.02;
				description			= "+2% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 5;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 12;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.04;
				description			= "+4% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 6;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 18;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.06;
				description			= "+6% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 1;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
		}
		[total_5]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 8;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 25;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.08;
				description			= "+8% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 1;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 5;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 5;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_6]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 10;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 35;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.10;
				description			= "+10% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 1;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 10;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 10;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_7]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 14;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 50;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.12;
				description			= "+12% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 2;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 20;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 20;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_8]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 18;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 65;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.15;
				description			= "+15% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 3;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 27;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 27;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:1HWS2_set]		// 1H Weapon / Shield Set 2
	{
		screen_name = "Vistira's Undoing";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 50;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 20;
				description			= "<value>% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.04;
				description			= "+4% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 1;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 100;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 30;
				description			= "<value>% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.08;
				description			= "+8% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 2;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 8;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 150;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 45;
				description			= "<value>% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.12;
				description			= "+12% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_1;
				value				= 3;
				description			= "+<value> to Barricade, Toughness, and Reinforced Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 18;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:2HWS1_set]		// 2H Weapon Set 1
	{
		screen_name = "Frostheim's Trappings";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ice_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 12;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 5;
				max_value			= 9;
				description			= "Adds <value> to <max_value> Ice Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ice_resistance;
				value				= 0.15;
				description			= "+15% Ice Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 18;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 7;
				max_value			= 12;
				description			= "Adds <value> to <max_value> Ice Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ice_resistance;
				value				= 0.20;
				description			= "+20% Ice Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 8;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 8;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 5;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 25;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 9;
				max_value			= 15;
				description			= "Adds <value> to <max_value> Ice Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ice_resistance;
				value				= 0.25;
				description			= "+25% Ice Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 15;
				description			= "+<value> Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 15;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 8;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:2HWS2_set]		// 2H Weapon Set 2
	{
		screen_name = "Legend of the Fire King";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_fire_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_2;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 20;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 35;
				description			= "+<value> Max Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 10;
				description			= "+<value> Min Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 10;
				max_value			= 15;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_fire_resistance;
				value				= 0.2;
				description			= "+20% Fire Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_2;
				value				= 1;
				description			= "+<value> to Fortitude, Overbear, and Smite";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 40;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 50;
				description			= "+<value> Max Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 15;
				description			= "+<value> Min Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 20;
				max_value			= 25;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_fire_resistance;
				value				= 0.25;
				description			= "+25% Fire Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_2;
				value				= 3;
				description			= "+<value> to Fortitude, Overbear, and Smite";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 56;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 65;
				description			= "+<value> Max Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 25;
				description			= "+<value> Min Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 29;
				max_value			= 36;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_fire_resistance;
				value				= 0.3;
				description			= "+30% Fire Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= melee_suite_2;
				value				= 4;
				description			= "+<value> to Fortitude, Overbear, and Smite";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	// ********************************************
	// RANGED SETS
	// ********************************************

	[t:set,n:BS1_set]		// Bow Set 1
	{
		screen_name = "Olimarch's Bane";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 5;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.03;
				description			= "+3% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 4;
				description			= "+<value> Max Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 8;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.06;
				description			= "+6% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_1;
				value				= 1;
				description			= "+<value> to Critical Shot, Dodge, and Survival";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 1;
				description			= "+<value> to Biting Arrow, Far Shot, and Shockwave";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 6;
				description			= "+<value> Max Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 2;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 12;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.1;
				description			= "+10% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_1;
				value				= 1;
				description			= "+<value> to Critical Shot, Dodge, and Survival";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 2;
				description			= "+<value> to Biting Arrow, Far Shot, and Shockwave";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 9;
				description			= "+<value> Max Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 6;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:BS2_set]		// Bow Set 2
	{
		screen_name = "Bloody Vengeance";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_damage_min;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 10;
				max_value			= 20;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 5;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 2;
				description			= "+<value> to Biting Arrow, Far Shot, and Shockwave";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_damage_min;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 2;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 15;
				max_value			= 25;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 8;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 3;
				description			= "+<value> to Biting Arrow, Far Shot, and Shockwave";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_damage_min;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 21;
				max_value			= 36;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 12;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_2;
				value				= 4;
				description			= "+<value> to Biting Arrow, Far Shot, and Shockwave";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 14;
				description			= "+<value> Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_min;
				value				= 14;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 12;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:CBS1_set]		// Crossbow Set 1
	{
		screen_name = "Fallen Soldier's Gift";
		num_pieces = 3;

		[total_1]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 75;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 11;
				max_value			= 13;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_1;
				value				= 2;
				description			= "+<value> to Critical Shot, Dodge, and Survival";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 25;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 100;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 13;
				max_value			= 16;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_1;
				value				= 3;
				description			= "+<value> to Critical Shot, Dodge, and Survival";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 40;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:TWS1_set]		// Thrown Weapon Set 1
	{
		screen_name = "Winds of Kel'drassil";
		num_pieces = 5;

		[total_1]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_life_bonus;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_3;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 12;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_bonus;
				value				= 4;
				description			= "Restores <value> Health Per Hit";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_3;
				value				= 1;
				description			= "+<value> to Quick Draw, Bleed, and Penetrate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 18;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_bonus;
				value				= 6;
				description			= "Restores <value> Health Per Hit";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_3;
				value				= 1;
				description			= "+<value> to Quick Draw, Bleed, and Penetrate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 24;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_bonus;
				value				= 8;
				description			= "Restores <value> Health Per Hit";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_3;
				value				= 2;
				description			= "+<value> to Quick Draw, Bleed, and Penetrate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_5]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 32;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_bonus;
				value				= 10;
				description			= "Restores <value> Health Per Hit";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= ranged_suite_3;
				value				= 3;
				description			= "+<value> to Quick Draw, Bleed, and Penetrate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 14;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	// ********************************************
	// MAGIC SETS
	// ********************************************

	[t:set,n:SS1_set]		// Staff Set 1
	{
		screen_name = "Thena's Serenity";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_3;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 3;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 20;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.03;
				description			= "+3% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_3;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 5;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 30;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.06;
				description			= "+6% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 1;
				description			= "+<value> to Summon Fortitude, Summon Might, and Summon Bond";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_3;
				value				= 1;
				description			= "+<value> to Nurturing Gift, Enveloping Embrace, and Feral Wrath";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 2;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 8;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 40;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.10;
				description			= "+10% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 2;
				description			= "+<value> to Summon Fortitude, Summon Might, and Summon Bond";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_3;
				value				= 2;
				description			= "+<value> to Nurturing Gift, Enveloping Embrace, and Feral Wrath";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 5;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:SS2_set]		// Staff Set 2
	{
		screen_name = "North Keeper's Vestments";
		num_pieces = 3;

		[total_1]
		{
			[*]
			{
				alteration			= alter_nmagic_damage_percent;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ice_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_2;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_3;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_nmagic_damage_percent;
				value				= 0.20;
				description			= "+20% Nature Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ice_resistance;
				value				= 0.18;
				description			= "+18% Ice Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_resistance;
				value				= 0.20;
				description			= "+20% Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_2;
				value				= 2;
				description			= "+<value> to Aquatic Affinity, Arctic Mastery, and Freezing";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_3;
				value				= 2;
				description			= "+<value> to Nurturing Gift, Enveloping Embrace, and Feral Wrath";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_nmagic_damage_percent;
				value				= 0.30;
				description			= "+30% Nature Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ice_resistance;
				value				= 0.25;
				description			= "+25% Ice Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_resistance;
				value				= 0.25;
				description			= "+25% Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_2;
				value				= 3;
				description			= "+<value> to Aquatic Affinity, Arctic Mastery, and Freezing";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_3;
				value				= 3;
				description			= "+<value> to Nurturing Gift, Enveloping Embrace, and Feral Wrath";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:CS1_set]		// Cestus Set 1
	{
		screen_name = "Chaos' Avatar";
		num_pieces = 3;

		[total_1]
		{
			[*]
			{
				alteration			= alter_max_mana;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_cmagic_damage_percent;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_max_mana;
				value				= 80;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_cmagic_damage_percent;
				value				= 0.12;
				description			= "+12% Combat Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0.03;
				description			= "+3% Power Recharge Rate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Combat Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_max_mana;
				value				= 110;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_cmagic_damage_percent;
				value				= 0.2;
				description			= "+20% Combat Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0.06;
				description			= "+6% Power Recharge Rate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Combat Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 13;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:CS2_set]		// Cestus Set 2
	{
		screen_name = "The Lich's Carcass";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_death_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_2;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_3;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 20;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 10;
				description			= "<value>% Mana Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_death_resistance;
				value				= 0.2;
				description			= "+20% Death Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_1;
				value				= 2;
				description			= "+<value> to Debilitation, Grim Necromancy, and Vampirism";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_2;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_3;
				value				= 1;
				description			= "+<value> to Devastation, Searing Flames, and Ignite";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 35;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 13;
				description			= "<value>% Mana Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_death_resistance;
				value				= 0.25;
				description			= "+25% Death Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_1;
				value				= 3;
				description			= "+<value> to Debilitation, Grim Necromancy, and Vampirism";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_2;
				value				= 1;
				description			= "+<value> to Brilliance, Amplified Lightning, and Arcing";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_3;
				value				= 2;
				description			= "+<value> to Devastation, Searing Flames, and Ignite";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 50;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 16;
				description			= "<value>% Mana Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_death_resistance;
				value				= 0.3;
				description			= "+30% Death Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_1;
				value				= 4;
				description			= "+<value> to Debilitation, Grim Necromancy, and Vampirism";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_2;
				value				= 2;
				description			= "+<value> to Brilliance, Amplified Lightning, and Arcing";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= cmagic_suite_3;
				value				= 3;
				description			= "+<value> to Devastation, Searing Flames, and Ignite";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	// ********************************************
	// ARMOR SETS
	// ********************************************

	[t:set,n:AS1_set]		// Armor Set 1
	{
		screen_name = "Eternal Grace";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 8;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 12;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.06;
				description			= "+6% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 14;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 20;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.08;
				description			= "+8% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 22;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 35;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.10;
				description			= "+10% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS2_set]		// Armor Set 2
	{
		screen_name = "The Circle of Four";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_max_mana;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_max_mana;
				value				= 100;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 8;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_resistance;
				value				= 0.15;
				description			= "+15% Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 2;
				description			= "+<value> to Summon Fortitude, Summon Might, and Summon Bond";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 2;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_max_mana;
				value				= 150;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 10;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_resistance;
				value				= 0.20;
				description			= "+20% Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 3;
				description			= "+<value> to Summon Fortitude, Summon Might, and Summon Bond";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_max_mana;
				value				= 200;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 12;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_resistance;
				value				= 0.25;
				description			= "+25% Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_skill_suite;
				suite				= nmagic_suite_1;
				value				= 4;
				description			= "+<value> to Summon Fortitude, Summon Might, and Summon Bond";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 15;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS3_set]		// Armor Set 3
	{
		screen_name = "Silks of the Master";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_nmagic_damage_percent;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_cmagic_damage_percent;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 3;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_nmagic_damage_percent;
				value				= 0.10;
				description			= "+10% Nature Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_cmagic_damage_percent;
				value				= 0.10;
				description			= "+10% Combat Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 4;
				description			= "<value>% Mana Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 2;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 5;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_nmagic_damage_percent;
				value				= 0.15;
				description			= "+15% Nature Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_cmagic_damage_percent;
				value				= 0.15;
				description			= "+15% Combat Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 6;
				description			= "<value>% Mana Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 8;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_nmagic_damage_percent;
				value				= 0.2;
				description			= "+20% Nature Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_cmagic_damage_percent;
				value				= 0.2;
				description			= "+20% Combat Magic Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_steal;
				value				= 8;
				description			= "<value>% Mana Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 8;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS4_set]		// Armor Set 4
	{
		screen_name = "Treasures of the Dwarven Lords";
		num_pieces = 3;

		[total_1]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 20;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 50;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.06;
				description			= "+6% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 8;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 4;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 40;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 100;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_resistance;
				value				= 0.10;
				description			= "+10% Melee Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 15;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 12;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS5_set]		// Armor Set 5
	{
		screen_name = "Keh's Regalia";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 20;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 0.10;
				description			= "+10% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0.08;
				description			= "+8% Power Recharge Rate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Nature Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Combat Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 40;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 0.15;
				description			= "+15% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0.12;
				description			= "+12% Power Recharge Rate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Nature Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Combat Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_intelligence;
				value				= 52;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 0.2;
				description			= "+20% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_power_reload;
				value				= 0.15;
				description			= "+15% Power Recharge Rate";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 3;
				description			= "+<value> to Nature Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 3;
				description			= "+<value> to Combat Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS6_set]		// Armor Set 6
	{
		screen_name = "The Undying Warlord";
		num_pieces = 5;

		[total_1]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_physical_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 20;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 30;
				description			= "+<value> Max Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_physical_resistance;
				value				= 0.04;
				description			= "+4% Melee and Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 30;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 40;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 50;
				description			= "+<value> Max Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_physical_resistance;
				value				= 0.07;
				description			= "+7% Melee and Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 50;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 60;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 70;
				description			= "+<value> Max Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_physical_resistance;
				value				= 0.10;
				description			= "+10% Melee and Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 3;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 70;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_5]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 76;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 90;
				description			= "+<value> Max Melee Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_physical_resistance;
				value				= 0.12;
				description			= "+12% Melee and Ranged Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 4;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 100;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS7_set]		// Armor Set 7
	{
		screen_name = "Plainswalker's Journey";
		num_pieces = 5;

		[total_1]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 30;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 30;
				description			= "+<value> Max Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.05;
				description			= "+5% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit;
				value				= 0.08;
				description			= "+8% Chance to Dodge Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 52;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 50;
				description			= "+<value> Max Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.08;
				description			= "+8% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit;
				value				= 0.10;
				description			= "+10% Chance to Dodge Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 8;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 76;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 70;
				description			= "+<value> Max Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.10;
				description			= "+10% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]

				alteration			= alter_chance_to_dodge_hit;
				value				= 0.12;
				description			= "+12% Chance to Dodge Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 3;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 20;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_5]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 100;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 90;
				description			= "+<value> Max Ranged Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.12;
				description			= "+12% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_chance_to_dodge_hit;
				value				= 0.16;
				description			= "+16% Chance to Dodge Attacks";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 4;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 45;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS8_set]		// Armor Set 8
	{
		screen_name = "Jewels of the Nexus";
		num_pieces = 5;

		[total_1]
		{
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_custom_damage_lightning;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 0;
				max_value			= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 2;
				max_value			= 4;
				description			= "Adds <value> to <max_value> Ice Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 3;
				max_value			= 4;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_lightning;
				value				= 2;
				max_value			= 5;
				description			= "Adds <value> to <max_value> Lightning Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 2;
				max_value			= 4;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 4;
				max_value			= 7;
				description			= "Adds <value> to <max_value> Ice Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 5;
				max_value			= 6;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_lightning;
				value				= 3;
				max_value			= 8;
				description			= "Adds <value> to <max_value> Lightning Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 4;
				max_value			= 7;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 0;
				description			= "";
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 7;
				max_value			= 12;
				description			= "Adds <value> to <max_value> Ice Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 8;
				max_value			= 10;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_lightning;
				value				= 5;
				max_value			= 14;
				description			= "Adds <value> to <max_value> Lightning Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 7;
				max_value			= 12;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Nature Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Combat Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_5]
		{
			[*]
			{
				alteration			= alter_custom_damage_ice;
				value				= 10;
				max_value			= 16;
				description			= "Adds <value> to <max_value> Ice Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 12;
				max_value			= 14;
				description			= "Adds <value> to <max_value> Fire Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_lightning;
				value				= 6;
				max_value			= 19;
				description			= "Adds <value> to <max_value> Lightning Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_custom_damage_death;
				value				= 10;
				max_value			= 16;
				description			= "Adds <value> to <max_value> Death Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Nature Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
				value				= 2;
				description			= "+<value> to Combat Magic Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS9_set]		// Armor Set 9
	{
		screen_name = "Secrets of the Forgotten";
		num_pieces = 3;

		[total_1]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 3;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.04;
				description			= "+4% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 20;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_life_steal;
				value				= 5;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.06;
				description			= "+6% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 40;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS10_set]		// Armor Set 10
	{
		screen_name = "Nature's Vigilance";
		num_pieces = 4;

		[total_1]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_lightning_resistance;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_lightning_resistance;
				value				= 0.05;
				description			= "+5% Lightning Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 6;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_lightning_resistance;
				value				= 0.08;
				description			= "+8% Lightning Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_4]
		{
			[*]
			{
				alteration			= alter_max_life;
				value				= 20;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 15;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_lightning_resistance;
				value				= 0.10;
				description			= "+10% Lightning Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:AS11_set]		// Armor Set 11
	{
		screen_name = "Ghostly Visions";
		num_pieces = 3;

		[total_1]
		{
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 0;
				description			= "";
			}
			[*]
			{
				alteration			= alter_lightning_resistance;
				value				= 0;
				description			= "";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 0.08;
				description			= "+8% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 0.08;
				description			= "+8% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 8;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.04;
				description			= "+4% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 0.15;
				description			= "+15% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 0.15;
				description			= "+15% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 20;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magical_resistance;
				value				= 0.08;
				description			= "+8% Magic Damage Resistance";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}

	[t:set,n:mysterious]		// Mysterious Set
	{
		screen_name = "Mysterious";
		num_pieces = 3;

		[total_1]
		{
			[*]
			{
				alteration			= alter_generic;
				value				= 0;
				description			= "5 2 6 4 3 9 2 8";
			}
		}
		[total_2]
		{
			[*]
			{
				alteration			= alter_generic;
				value				= 0;
				description			= "3 11 7";
			}
		}
		[total_3]
		{
			[*]
			{
				alteration			= alter_generic;
				value				= 0;
				description			= "6 10 1 2 7";
			}
		}
	}
}
