# Main thing about class system: you're a good <class> because you're good at <attribute> things
# No need in adding more attributes
# Class isn't about attributes because you're class level is based on your attributes
# So, it's nonsense that your actual attributes give you more attributes

# If classes have immortal effect it doesn't mean that they're immortal, they just live longer

# Better to do bad opinion of classes via "Status of Magic" laws

subclass_dark_shaman = {
	intrigue = 2
	learning = -1

	random = no
	ruler_designer_cost = 0
	customizer = no
}
subclass_moon_priest = {
	martial = 2
	learning = -1
	
	text_effect_touch_of_elune_dec = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_mage_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	# text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.2
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	# text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.25
	combat_rating = 15
	
	monthly_character_prestige = 0.3
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	# text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_4 = {	# 2 attributes
	# Character modifiers
	learning = 2
	health = 0.5
	combat_rating = 20
	
	monthly_character_prestige = 0.4
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	# text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_5 = {	# 2 attributes
	# Character modifiers
	learning = 2
	health = 0.75
	combat_rating = 25
	
	monthly_character_prestige = 0.5
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_6 = {	# 2 attributes
	# Character modifiers
	learning = 2
	health = 1
	combat_rating = 30
	
	monthly_character_prestige = 0.6
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_7 = {	# 3 attributes
	# Character modifiers
	learning = 3
	health = 1.25
	siege_speed = 0.05
	combat_rating = 35
	
	monthly_character_prestige = 0.7
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_8 = {	# 3 attributes
	# Character modifiers
	learning = 3
	health = 1.5
	siege_speed = 0.1
	combat_rating = 40
	
	monthly_character_prestige = 0.8
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1

	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_9 = {	# 4 attributes
	# Character modifiers
	learning = 4
	health = 1.75
	siege_speed = 0.1
	combat_rating = 45
	
	monthly_character_prestige = 0.9
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_mage_10 = {	# 4 attributes
	# Character modifiers
	learning = 4
	health = 2
	siege_speed = 0.15
	combat_rating = 50
	
	monthly_character_prestige = 1
	
	# decisions
	text_effect_study_magical_secrets = 1
	
	# targetted_decisions
	text_effect_conjure_food = 1
	text_effect_sharp_mind_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_arcane_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_hunter_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	health = 0.25
	
	monthly_character_prestige = 0.1

	levy_reinforce_rate = 0.025
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_2 = {	# 1 attributes
	# Character modifiers
	martial = 1
	combat_rating = 10
	health = 0.5
	
	monthly_character_prestige = 0.2

	levy_reinforce_rate = 0.05
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_3 = {	# 1 attributes
	# Character modifiers
	martial = 1
	health = 0.75
	combat_rating = 15
	
	monthly_character_prestige = 0.3
	
	supply_limit = 0.15
	levy_reinforce_rate = 0.075
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_4 = {	# 2 attributes
	# Character modifiers
	martial = 1
	intrigue = 1
	health = 1
	combat_rating = 20
	
	monthly_character_prestige = 0.4
	
	supply_limit = 0.15
	levy_reinforce_rate = 0.1
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_5 = {	# 2 attributes
	# Character modifiers
	martial = 1
	intrigue = 1
	health = 1.25
	combat_rating = 25
	
	monthly_character_prestige = 0.5
	
	supply_limit = 0.25
	levy_reinforce_rate = 0.125
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_6 = {	# 2 attributes
	# Character modifiers
	martial = 1
	intrigue = 1
	health = 1.5
	combat_rating = 30
	
	monthly_character_prestige = 0.6
	
	supply_limit = 0.25
	levy_reinforce_rate = 0.15
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_7 = {	# 3 attributes
	# Character modifiers
	martial = 2
	intrigue = 1
	health = 1.75
	combat_rating = 35
	
	monthly_character_prestige = 0.7
	
	supply_limit = 0.35
	levy_reinforce_rate = 0.175
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_8 = {	# 3 attributes
	# Character modifiers
	martial = 2
	intrigue = 1
	health = 2
	combat_rating = 40
	
	monthly_character_prestige = 0.8
	
	supply_limit = 0.35
	levy_reinforce_rate = 0.2
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_9 = {	# 4 attributes
	# Character modifiers
	martial = 2
	intrigue = 2
	health = 2.25
	combat_rating = 45
	
	monthly_character_prestige = 0.9
	
	supply_limit = 0.40
	levy_reinforce_rate = 0.225
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_hunter_10 = {	# 4 attributes
	# Character modifiers
	martial = 2
	intrigue = 2
	diplomacy = 1
	health = 2.5
	combat_rating = 50
	
	monthly_character_prestige = 1
	
	supply_limit = 0.45
	levy_reinforce_rate = 0.25
	
	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_warrior_1 = {	# 0 attributes
	# Character modifiers
	diplomacy = -1
	martial = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.1

	land_morale = 0.025

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_2 = {	# 1 attributes
	# Character modifiers
	diplomacy = -1
	martial = 2
	health = 0.25
	combat_rating = 15
	
	monthly_character_prestige = 0.2

	land_morale = 0.05

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_3 = { # 1 attributes
	# Character modifiers
	diplomacy = -1
	martial = 2
	health = 0.5
	combat_rating = 20
	
	monthly_character_prestige = 0.3

	land_morale = 0.075

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_4 = {	# 2 attributes
	# Character modifiers
	diplomacy = -1
	martial = 3
	health = 0.75
	combat_rating = 25
	
	monthly_character_prestige = 0.4

	land_morale = 0.1

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_5 = {	# 2 attributes
	# Character modifiers
	diplomacy = -1
	martial = 3
	health = 1
	combat_rating = 30
	
	monthly_character_prestige = 0.5

	land_morale = 0.125

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_6 = {	# 2 attributes
	# Character modifiers
	diplomacy = -1
	martial = 3
	health = 1.25
	combat_rating = 35
	
	monthly_character_prestige = 0.6

	land_morale = 0.15

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_7 = {	# 3 attributes
	# Character modifiers
	diplomacy = -1
	martial = 4
	health = 1.5
	combat_rating = 40
	
	monthly_character_prestige = 0.7

	land_morale = 0.175

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_8 = {	# 3 attributes
	# Character modifiers
	diplomacy = -1
	martial = 4
	health = 1.75
	combat_rating = 45
	
	monthly_character_prestige = 0.8

	land_morale = 0.2

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_9 = {	# 4 attributes
	# Character modifiers
	diplomacy = -1
	martial = 5
	health = 2
	combat_rating = 50
	
	monthly_character_prestige = 0.9

	land_morale = 0.225

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warrior_10 = {	# 4 attributes
	# Character modifiers
	diplomacy = -1
	martial = 5
	health = 2.5
	combat_rating = 55
	
	monthly_character_prestige = 1

	land_morale = 0.25

	#Events
	text_effect_inspire_army = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_paladin_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	
	monthly_character_prestige = 0.05
	monthly_character_piety = 0.02
	
	# Opinions
	same_religion_opinion = 1
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	# text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.1
	monthly_character_piety = 0.05
	
	# Opinions
	same_religion_opinion = 2
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	# text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.25
	combat_rating = 15
	
	monthly_character_prestige = 0.15
	monthly_character_piety = 0.07
	
	# Opinions
	same_religion_opinion = 3
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_4 = {	# 2 attributes
	# Character modifiers
	martial = 1
	learning = 1
	health = 0.5
	combat_rating = 20
	
	monthly_character_prestige = 0.2
	monthly_character_piety = 0.1
	
	# Opinions
	same_religion_opinion = 4
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_5 = {	# 2 attributes
	# Character modifiers
	martial = 1
	learning = 1
	health = 0.75
	combat_rating = 25
	
	monthly_character_prestige = 0.25
	monthly_character_piety = 0.12
	
	# Opinions
	same_religion_opinion = 5
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_6 = {	# 2 attributes
	# Character modifiers
	martial = 1
	learning = 1
	health = 1
	combat_rating = 30
	
	monthly_character_prestige = 0.3
	monthly_character_piety = 0.15
	
	# Opinions
	same_religion_opinion = 6
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_7 = {	# 3 attributes
	# Character modifiers
	martial = 1
	learning = 2
	health = 1.25
	combat_rating = 35
	
	monthly_character_prestige = 0.35
	monthly_character_piety = 0.17
	
	# Opinions
	same_religion_opinion = 7
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_8 = {	# 3 attributes
	# Character modifiers
	martial = 1
	learning = 2
	health = 1.5
	combat_rating = 40
	
	monthly_character_prestige = 0.4
	monthly_character_piety = 0.2
	
	# Opinions
	same_religion_opinion = 8
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_9 = {	# 4 attributes
	# Character modifiers
	martial = 2
	learning = 2
	health = 1.75
	combat_rating = 45
	
	monthly_character_prestige = 0.45
	monthly_character_piety = 0.22
	
	# Opinions
	same_religion_opinion = 9
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
		
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_paladin_10 = {	# 4 attributes
	# Character modifiers
	martial = 2
	learning = 2
	health = 2
	combat_rating = 50
	
	monthly_character_prestige = 0.5
	monthly_character_piety = 0.25
	
	# Opinions
	same_religion_opinion = 10
	
	# decisions
	text_effect_write_libram = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
		
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_priest_1 = {	# 0 attributes
	# Character modifiers
	health = 0.25
	
	monthly_character_prestige = 0.05
	monthly_character_piety = 0.02
	
	# Opinions
	same_religion_opinion = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	# text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	levy_reinforce_rate = 0.05
	health = 0.5
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	monthly_character_piety = 0.05
	
	# Opinions
	same_religion_opinion = 2
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	# text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	levy_reinforce_rate = 0.05
	health = 0.75
	combat_rating = 10
	
	monthly_character_prestige = 0.15
	monthly_character_piety = 0.07
	
	# Opinions
	same_religion_opinion = 3
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_4 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	levy_reinforce_rate = 0.1
	health = 1
	combat_rating = 15
	
	monthly_character_prestige = 0.2
	monthly_character_piety = 0.1
	
	# Opinions
	same_religion_opinion = 4

	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_5 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	levy_reinforce_rate = 0.1
	health = 1.25
	combat_rating = 20
	
	monthly_character_prestige = 0.25
	monthly_character_piety = 0.12
	
	# Opinions
	same_religion_opinion = 5

	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_6 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	levy_reinforce_rate = 0.15
	health = 1.5
	combat_rating = 25
	
	monthly_character_prestige = 0.3
	monthly_character_piety = 0.15
	
	# Opinions
	same_religion_opinion = 6

	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_7 = {	# 3 attributes
	# Character modifiers
	diplomacy = 1
	learning = 2
	levy_reinforce_rate = 0.15
	health = 1.75
	combat_rating = 30
	
	monthly_character_prestige = 0.35
	monthly_character_piety = 0.17
	
	# Opinions
	same_religion_opinion = 7
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_8 = {	# 3 attributes
	# Character modifiers
	diplomacy = 1
	learning = 2
	levy_reinforce_rate = 0.15
	health = 2
	combat_rating = 35
	
	monthly_character_prestige = 0.4
	monthly_character_piety = 0.2
	
	# Opinions
	same_religion_opinion = 8
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
	
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_9 = {	# 4 attributes
	# Character modifiers
	diplomacy = 2
	learning = 2
	levy_reinforce_rate = 0.15
	health = 2.25
	combat_rating = 40
	
	monthly_character_prestige = 0.45
	monthly_character_piety = 0.22
	
	# Opinions
	same_religion_opinion = 9
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
		
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_priest_10 = {	# 4 attributes
	# Character modifiers
	diplomacy = 2
	learning = 2
	levy_reinforce_rate = 0.15
	health = 2.5
	combat_rating = 45
	
	monthly_character_prestige = 0.5
	monthly_character_piety = 0.25
	
	# Opinions
	same_religion_opinion = 10
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_light_mark_dec = 1
		
	is_visible = {
		FROM = { ROOT = { prev_light_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_rogue_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5

	plot_power_modifier = 0.025

	monthly_character_prestige = 0.1
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_2 = {	# 1 attributes
	# Character modifiers
	intrigue = 1
	combat_rating = 10

	plot_power_modifier = 0.05

	monthly_character_prestige = 0.2
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_3 = {	# 1 attributes
	# Character modifiers
	intrigue = 1
	health = 0.25
	murder_plot_power_modifier = 0.05
	combat_rating = 15

	plot_power_modifier = 0.075

	monthly_character_prestige = 0.3
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_4 = {	# 2 attributes
	# Character modifiers
	intrigue = 2
	health = 0.5
	arrest_chance_modifier = 0.05
	murder_plot_power_modifier = 0.05
	combat_rating = 20

	plot_power_modifier = 0.1

	monthly_character_prestige = 0.4
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_5 = {	# 2 attributes
	# Character modifiers
	intrigue = 2
	health = 0.75
	arrest_chance_modifier = 0.05
	murder_plot_power_modifier = 0.1
	combat_rating = 25

	plot_power_modifier = 0.125

	monthly_character_prestige = 0.5
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_6 = {	# 2 attributes
	# Character modifiers
	intrigue = 2
	health = 1
	arrest_chance_modifier = 0.05
	murder_plot_power_modifier = 0.1
	combat_rating = 30

	plot_power_modifier = 0.15

	monthly_character_prestige = 0.6
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_7 = {	# 3 attributes
	# Character modifiers
	intrigue = 3
	health = 1.25
	arrest_chance_modifier = 0.1
	murder_plot_power_modifier = 0.15
	combat_rating = 35

	plot_power_modifier = 0.175

	monthly_character_prestige = 0.7
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_8 = {	# 3 attributes
	# Character modifiers
	intrigue = 3
	health = 1.5
	arrest_chance_modifier = 0.1
	murder_plot_power_modifier = 0.15
	combat_rating = 40

	plot_power_modifier = 0.2

	monthly_character_prestige = 0.8
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_9 = {	# 4 attributes
	# Character modifiers
	intrigue = 4
	health = 1.75
	arrest_chance_modifier = 0.1
	murder_plot_power_modifier = 0.20
	combat_rating = 45

	plot_power_modifier = 0.225

	monthly_character_prestige = 0.9
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_rogue_10 = {	# 4 attributes
	# Character modifiers
	intrigue = 4
	health = 2
	arrest_chance_modifier = 0.1
	murder_plot_power_modifier = 0.20
	combat_rating = 50

	plot_power_modifier = 0.25

	monthly_character_prestige = 1
	
	# targetted_decisions
	text_effect_poison_with_gas = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_warlock_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	
	# Opinions
	fel_group_opinion = 1
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	# text_effect_summon_demon = 1
	# text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.2
	
	# Opinions
	fel_group_opinion = 2
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	# text_effect_summon_demon = 1
	# text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.25
	combat_rating = 15
	
	monthly_character_prestige = 0.3
	
	# Opinions
	fel_group_opinion = 3
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	# text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_4 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	health = 0.5
	combat_rating = 20
	
	monthly_character_prestige = 0.4
	
	# Opinions
	fel_group_opinion = 4
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	# text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_5 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	health = 0.75
	combat_rating = 25
	
	monthly_character_prestige = 0.5
	
	# Opinions
	fel_group_opinion = 5
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_6 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	health = 1
	combat_rating = 30
	
	monthly_character_prestige = 0.6
	
	# Opinions
	fel_group_opinion = 6
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_7 = {	# 3 attributes
	# Character modifiers
	intrigue = 1
	learning = 2
	health = 1.25
	combat_rating = 35
	
	monthly_character_prestige = 0.7
	
	# Opinions
	fel_group_opinion = 7
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_8 = {	# 3 attributes
	# Character modifiers
	intrigue = 1
	learning = 2
	health = 1.75
	combat_rating = 40
	
	monthly_character_prestige = 0.8
	
	# Opinions
	fel_group_opinion = 8
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	text_effect_control_mind = 1

	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_9 = {	# 4 attributes
	# Character modifiers
	intrigue = 2
	learning = 2
	health = 2
	combat_rating = 45
	
	monthly_character_prestige = 0.9
	
	# Opinions
	fel_group_opinion = 9
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	text_effect_control_mind = 1
	
	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_warlock_10 = {	# 4 attributes
	# Character modifiers
	intrigue = 2
	learning = 2
	health = 2.5
	combat_rating = 50
	
	monthly_character_prestige = 1
	
	# Opinions
	fel_group_opinion = 10
	
	# targetted_decisions
	text_effect_prisoner_drain_soul = 1
	text_effect_restore_mana = 1
	text_effect_use_soul_shard = 1
	text_effect_summon_demon = 1
	text_effect_control_mind = 1
	
	is_visible = {
		FROM = { ROOT = { prev_fel_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_shaman_1 = {	# 0 attributes
	# Character modifiers
	health = 0.25
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	
	# Opinions
	shamanism_group_opinion = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	# text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.5
	combat_rating = 10
	
	monthly_character_prestige = 0.2
	
	# Opinions
	shamanism_group_opinion = 2
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	# text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.75
	combat_rating = 15
	
	monthly_character_prestige = 0.3
	
	# Opinions
	shamanism_group_opinion = 3
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_4 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	health = 1
	combat_rating = 20
	
	monthly_character_prestige = 0.4
	
	# Opinions
	shamanism_group_opinion = 4
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_5 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	levy_reinforce_rate = 0.05
	health = 1.25
	combat_rating = 25
	
	monthly_character_prestige = 0.5
	
	# Opinions
	shamanism_group_opinion = 5
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_6 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	levy_reinforce_rate = 0.05
	health = 1.5
	combat_rating = 30
	
	monthly_character_prestige = 0.6
	
	# Opinions
	shamanism_group_opinion = 6
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_7 = {	# 3 attributes
	# Character modifiers
	diplomacy = 1
	learning = 2
	levy_reinforce_rate = 0.1
	health = 1.75
	combat_rating = 35
	
	monthly_character_prestige = 0.7
	
	# Opinions
	shamanism_group_opinion = 7
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_8 = {	# 3 attributes
	# Character modifiers
	diplomacy = 1
	learning = 2
	levy_reinforce_rate = 0.15
	health = 2
	combat_rating = 40
	
	monthly_character_prestige = 0.8
	
	# Opinions
	shamanism_group_opinion = 8
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_9 = {	# 4 attributes
	# Character modifiers
	diplomacy = 2
	learning = 2
	levy_reinforce_rate = 0.15
	health = 2.25
	combat_rating = 45
	
	monthly_character_prestige = 0.9
	
	# Opinions
	shamanism_group_opinion = 9
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	
	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shaman_10 = {	# 4 attributes
	# Character modifiers
	diplomacy = 2
	learning = 2
	levy_reinforce_rate = 0.2
	health = 2.5
	combat_rating = 50
	
	monthly_character_prestige = 1
	
	# Opinions
	shamanism_group_opinion = 10
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	
	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_druid_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	
	# Opinions
	druidism_group_opinion = 1
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	# text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.2
	
	# Opinions
	druidism_group_opinion = 2
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	# text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.25
	combat_rating = 15
	
	monthly_character_prestige = 0.3
	
	# Opinions
	druidism_group_opinion = 3
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_4 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	supply_limit = 0.2
	health = 0.5
	combat_rating = 20
	
	monthly_character_prestige = 0.4
	
	# Opinions
	druidism_group_opinion = 4
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_5 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	supply_limit = 0.2
	health = 0.75
	combat_rating = 25
	
	monthly_character_prestige = 0.5
	
	# Opinions
	druidism_group_opinion = 5
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_6 = {	# 2 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	supply_limit = 0.2
	combat_rating = 30
	
	monthly_character_prestige = 0.6
	
	# Opinions
	druidism_group_opinion = 6
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_7 = {	# 3 attributes
	# Character modifiers
	diplomacy = 1
	learning = 1
	supply_limit = 0.3
	health = 1.25
	combat_rating = 35
	
	monthly_character_prestige = 0.7
	
	# Opinions
	druidism_group_opinion = 7
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_8 = {	# 3 attributes
	# Character modifiers
	diplomacy = 1
	learning = 2
	supply_limit = 0.3
	health = 1.5
	combat_rating = 40
	
	monthly_character_prestige = 0.8
	
	# Opinions
	druidism_group_opinion = 8
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	# text_effect_plant_world_tree = 1

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_9 = {	# 4 attributes
	# Character modifiers
	diplomacy = 2
	learning = 2
	supply_limit = 0.4
	health = 1.75
	combat_rating = 45
	
	monthly_character_prestige = 0.9
	
	# Opinions
	druidism_group_opinion = 9
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	text_effect_plant_world_tree = 1
	
	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_druid_10 = {	# 4 attributes
	# Character modifiers
	diplomacy = 2
	learning = 2
	supply_limit = 0.4
	health = 2
	combat_rating = 50
	
	monthly_character_prestige = 1
	
	# Opinions
	druidism_group_opinion = 10
	
	# decisions
	text_effect_shapeshifting = 1
	# text_effect_emerald_dream = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	
	# settlement_decisions
	text_effect_earths_blessing = 1
	text_effect_plant_world_tree = 1
	
	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_loa_priest_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	health = 0.25
	
	monthly_character_prestige = 0.05
	monthly_character_piety = 0.02
	
	# Opinions
	loa_group_opinion = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	combat_rating = 10
	health = 0.5
	
	monthly_character_prestige = 0.1
	monthly_character_piety = 0.05
	
	# Opinions
	loa_group_opinion = 2
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.75
	combat_rating = 15
	
	monthly_character_prestige = 0.15
	monthly_character_piety = 0.07
	
	# Opinions
	loa_group_opinion = 3
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_4 = {	# 2 attributes
	# Character modifiers
	learning = 2
	health = 1
	combat_rating = 20
	
	monthly_character_prestige = 0.2
	monthly_character_piety = 0.1
	
	# Opinions
	loa_group_opinion = 4
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_5 = {	# 2 attributes
	# Character modifiers
	learning = 2
	health = 1.25
	combat_rating = 25
	
	monthly_character_prestige = 0.25
	monthly_character_piety = 0.12
	
	# Opinions
	loa_group_opinion = 5
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_6 = {	# 2 attributes
	# Character modifiers
	learning = 2
	health = 1.5
	combat_rating = 30
	
	monthly_character_prestige = 0.3
	monthly_character_piety = 0.15
	
	# Opinions
	loa_group_opinion = 6
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_7 = {	# 3 attributes
	# Character modifiers
	learning = 3
	health = 1.75
	combat_rating = 35
	
	monthly_character_prestige = 0.35
	monthly_character_piety = 0.17
	
	# Opinions
	loa_group_opinion = 7
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_8 = {	# 3 attributes
	# Character modifiers
	learning = 3
	health = 2
	combat_rating = 40
	
	monthly_character_prestige = 0.4
	monthly_character_piety = 0.2
	
	# Opinions
	loa_group_opinion = 8
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
	
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_9 = {	# 4 attributes
	# Character modifiers
	learning = 4
	health = 2.25
	combat_rating = 45
	
	monthly_character_prestige = 0.45
	monthly_character_piety = 0.22
	
	# Opinions
	loa_group_opinion = 9
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
		
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_loa_priest_10 = {	# 4 attributes
	# Character modifiers
	learning = 4
	health = 2.5
	combat_rating = 50
	
	monthly_character_prestige = 0.5
	monthly_character_piety = 0.25
	
	# Opinions
	loa_group_opinion = 10
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_bad_voodoo = 1
		
	is_visible = {
		FROM = { ROOT = { prev_loa_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_death_knight_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	
	# Opinions
	necromancy_group_opinion = 1
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_2 = {	# 1 attributes
	# Character modifiers
	martial = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.2
	
	# Opinions
	necromancy_group_opinion = 2
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_3 = {	# 1 attributes
	# Character modifiers
	martial = 1
	health = 0.25
	combat_rating = 15
	
	monthly_character_prestige = 0.3
	
	# Opinions
	necromancy_group_opinion = 3
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_4 = {	# 2 attributes
	# Character modifiers
	martial = 1
	learning = 1
	health = 0.5
	combat_rating = 20
	
	monthly_character_prestige = 0.4
	
	# Opinions
	necromancy_group_opinion = 4
	
	# decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_5 = {	# 2 attributes
	# Character modifiers
	martial = 1
	learning = 1
	health = 0.75
	combat_rating = 25
	
	monthly_character_prestige = 0.5
	
	# Opinions
	necromancy_group_opinion = 5
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_6 = {	# 2 attributes
	# Character modifiers
	martial = 1
	learning = 1
	health = 1
	combat_rating = 30
	
	monthly_character_prestige = 0.6
	
	# Opinions
	necromancy_group_opinion = 6
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_7 = {	# 3 attributes
	# Character modifiers
	martial = 2
	learning = 1
	health = 1.25
	combat_rating = 35
	
	monthly_character_prestige = 0.7
	
	# Opinions
	necromancy_group_opinion = 7
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_8 = {	# 3 attributes
	# Character modifiers
	martial = 2
	learning = 1
	health = 1.5
	combat_rating = 40
	
	monthly_character_prestige = 0.8
	
	# Opinions
	necromancy_group_opinion = 8
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_9 = {	# 4 attributes
	# Character modifiers
	martial = 2
	learning = 2
	health = 1.75
	combat_rating = 45
	
	monthly_character_prestige = 0.9
	
	# Opinions
	necromancy_group_opinion = 9
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
		
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_death_knight_10 = {	# 4 attributes
	# Character modifiers
	martial = 2
	learning = 2
	health = 2
	combat_rating = 50
	
	monthly_character_prestige = 1
	
	# Opinions
	necromancy_group_opinion = 10
	
	# decisions
	text_effect_forge_runeblade = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
		
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_necromancer_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	
	# Opinions
	necromancy_group_opinion = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	# text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.2
	
	# Opinions
	necromancy_group_opinion = 2
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	# text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.25
	combat_rating = 15

	plot_power_modifier = 0.025
	
	monthly_character_prestige = 0.3
	
	# Opinions
	necromancy_group_opinion = 3
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	# text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_4 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	health = 0.5
	combat_rating = 20

	plot_power_modifier = 0.05
	
	monthly_character_prestige = 0.4
	
	# Opinions
	necromancy_group_opinion = 4
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	# text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_5 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	health = 0.75
	combat_rating = 25

	plot_power_modifier = 0.075
	
	monthly_character_prestige = 0.5
	
	# Opinions
	necromancy_group_opinion = 5
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_6 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	health = 1
	combat_rating = 30

	plot_power_modifier = 0.1
	
	monthly_character_prestige = 0.6
	
	# Opinions
	necromancy_group_opinion = 6
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_7 = {	# 3 attributes
	# Character modifiers
	intrigue = 1
	learning = 2
	health = 1.25
	combat_rating = 35

	plot_power_modifier = 0.125
	
	monthly_character_prestige = 0.7
	
	# Opinions
	necromancy_group_opinion = 7
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_8 = {	# 3 attributes
	# Character modifiers
	intrigue = 1
	learning = 2
	health = 1.5
	combat_rating = 40

	plot_power_modifier = 0.15
	
	monthly_character_prestige = 0.8
	
	# Opinions
	necromancy_group_opinion = 8
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	text_effect_prisoner_create_monstrous_undead = 1

	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_9 = {	# 4 attributes
	# Character modifiers
	intrigue = 2
	learning = 2
	health = 1.75
	combat_rating = 45

	plot_power_modifier = 0.175
	
	monthly_character_prestige = 0.9
	
	# Opinions
	necromancy_group_opinion = 9
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	text_effect_prisoner_create_monstrous_undead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_necromancer_10 = {	# 4 attributes
	# Character modifiers
	intrigue = 2
	learning = 2
	health = 2
	combat_rating = 50

	plot_power_modifier = 0.2
	
	monthly_character_prestige = 1
	
	# Opinions
	necromancy_group_opinion = 10
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_prisoner_raise_from_dead = 1
	text_effect_prisoner_create_monstrous_undead = 1
	
	is_visible = {
		FROM = { ROOT = { prev_necromantic_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_shadow_priest_1 = {	# 0 attributes
	# Character modifiers
	combat_rating = 5
	
	monthly_character_prestige = 0.1
	
	# Opinions
	void_group_opinion = 1
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	# text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_2 = {	# 1 attributes
	# Character modifiers
	learning = 1
	combat_rating = 10
	
	monthly_character_prestige = 0.2
	
	# Opinions
	void_group_opinion = 2
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	# text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_3 = {	# 1 attributes
	# Character modifiers
	learning = 1
	health = 0.25
	combat_rating = 15
	
	murder_plot_power_modifier = 0.025
	
	monthly_character_prestige = 0.3
	
	# Opinions
	void_group_opinion = 3
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	# text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_4 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	murder_plot_power_modifier = 0.05
	health = 0.5
	combat_rating = 20
	
	monthly_character_prestige = 0.4
	
	# Opinions
	void_group_opinion = 4
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	# text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_5 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	murder_plot_power_modifier = 0.075
	health = 0.75
	combat_rating = 25
	
	monthly_character_prestige = 0.5
	
	# Opinions
	void_group_opinion = 5
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_6 = {	# 2 attributes
	# Character modifiers
	intrigue = 1
	learning = 1
	murder_plot_power_modifier = 0.1
	health = 1
	combat_rating = 30
	
	monthly_character_prestige = 0.6
	
	# Opinions
	void_group_opinion = 6
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_7 = {	# 3 attributes
	# Character modifiers
	intrigue = 1
	learning = 2
	murder_plot_power_modifier = 0.125
	health = 1.25
	combat_rating = 35
	
	monthly_character_prestige = 0.7
	
	# Opinions
	void_group_opinion = 7
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_8 = {	# 3 attributes
	# Character modifiers
	intrigue = 1
	learning = 2
	murder_plot_power_modifier = 0.15
	health = 1.5
	combat_rating = 40
	
	monthly_character_prestige = 0.8
	
	# Opinions
	void_group_opinion = 8
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	text_effect_summon_void_creature = 1

	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_9 = {	# 4 attributes
	# Character modifiers
	intrigue = 2
	learning = 2
	murder_plot_power_modifier = 0.175
	health = 1.75
	combat_rating = 45
	
	monthly_character_prestige = 0.9
	
	# Opinions
	void_group_opinion = 9
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	text_effect_summon_void_creature = 1
	
	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_shadow_priest_10 = {	# 4 attributes
	# Character modifiers
	intrigue = 2
	learning = 2
	murder_plot_power_modifier = 0.2
	health = 2
	combat_rating = 50
	
	monthly_character_prestige = 1
	
	# Opinions
	void_group_opinion = 10
	
	# targetted_decisions
	text_effect_control_mind = 1
	text_effect_drive_crazy = 1
	text_effect_summon_void_creature = 1
	
	is_visible = {
		FROM = { ROOT = { prev_void_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}

class_monk_1 = {
	health = 0.15
	combat_rating = 5

	monthly_character_prestige = 0.1

	pandaren_religion_group_opinion = 1
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	#text_effect_soothing_mist = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_2 = {
	learning = 1
	health = 0.3
	combat_rating = 10

	monthly_character_prestige = 0.2

	pandaren_religion_group_opinion = 2
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	#text_effect_soothing_mist = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_3 = {
	martial = 1
	learning = 1
	health = 0.45
	combat_rating = 15

	monthly_character_prestige = 0.3

	pandaren_religion_group_opinion = 3
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	#text_effect_soothing_mist = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_4 = {
	martial = 1
	learning = 1
	health = 0.6
	combat_rating = 20

	monthly_character_prestige = 0.4

	pandaren_religion_group_opinion = 4
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	#text_effect_soothing_mist = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_5 = {
	martial = 1
	learning = 1
	health = 0.75
	combat_rating = 25

	monthly_character_prestige = 0.5

	pandaren_religion_group_opinion = 5
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_soothing_mist = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_6 = {
	martial = 1
	learning = 2
	health = 0.9
	combat_rating = 30

	monthly_character_prestige = 0.6

	pandaren_religion_group_opinion = 6
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_soothing_mist = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_7 = {
	martial = 1
	learning = 2
	health = 1.05
	combat_rating = 35

	monthly_character_prestige = 0.7

	pandaren_religion_group_opinion = 7
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_soothing_mist = 1
	#Events
	text_effect_heal_army = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_8 = {
	martial = 2
	learning = 2
	health = 1.2
	combat_rating = 40

	monthly_character_prestige = 0.8

	pandaren_religion_group_opinion = 8
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_soothing_mist = 1
	#Events
	text_effect_heal_army = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_9 = {
	martial = 2
	learning = 2
	health = 1.35
	combat_rating = 45

	monthly_character_prestige = 0.9

	pandaren_religion_group_opinion = 9
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_soothing_mist = 1
	#Events
	text_effect_heal_army = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}
class_monk_10 = {
	martial = 2
	learning = 2
	health = 1.5
	combat_rating = 50

	monthly_character_prestige = 1

	pandaren_religion_group_opinion = 10
	
	# targetted_decisions
	text_effect_heal_wounds = 1
	text_effect_soothing_mist = 1
	#Events
	text_effect_heal_army = 1
	
	is_visible = {
		FROM = { ROOT = { prev_chi_magic_is_visible_to_this_trigger = yes } }
	}

	random = no
	ruler_designer_cost = 0
	customizer = yes
}