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//UnsortedStat UnsortedStat
UnsortedStat_CreatureSize = StatGroup.UnsortedStat | UnsortedStat.CreatureSize,
UnsortedStat_SubjobCountMax = StatGroup.UnsortedStat | UnsortedStat.SubjobCountMax,
UnsortedStat_SubjobCount = StatGroup.UnsortedStat | UnsortedStat.SubjobCount,
//Ability Ability
Ability_Str = StatGroup.Ability | Ability.Str,
Ability_Con = StatGroup.Ability | Ability.Con,
Ability_Dex = StatGroup.Ability | Ability.Dex,
Ability_Int = StatGroup.Ability | Ability.Int,
Ability_Wis = StatGroup.Ability | Ability.Wis,
Ability_Cha = StatGroup.Ability | Ability.Cha,
//Defense Defense
Defense_Phys = StatGroup.Defense | Defense.Phys,
Defense_Fort = StatGroup.Defense | Defense.Fort,
Defense_Refl = StatGroup.Defense | Defense.Refl,
Defense_Will = StatGroup.Defense | Defense.Will,
Defense_Save = StatGroup.Defense | Defense.Save,
//Health Health
Health_HitPointsMax = StatGroup.Health | Health.HitPointsMax,
Health_HitPointsBloodied = StatGroup.Health | Health.HitPointsBloodied,
Health_HealingSurgeMax = StatGroup.Health | Health.HealingSurgeMax,
Health_HealingSurgeValue = StatGroup.Health | Health.HealingSurgeValue,
Health_SecondWindMax = StatGroup.Health | Health.SecondWindMax,
Health_DeathSavesMax = StatGroup.Health | Health.DeathSavesMax,
//Skill Skill
Skill_Acrobatics = StatGroup.Skill | Skill.Acrobatics,
Skill_Arcana = StatGroup.Skill | Skill.Arcana,
Skill_Athletics = StatGroup.Skill | Skill.Athletics,
Skill_Bluff = StatGroup.Skill | Skill.Bluff,
Skill_Diplomacy = StatGroup.Skill | Skill.Diplomacy,
Skill_Dungeoneering = StatGroup.Skill | Skill.Dungeoneering,
Skill_Endurance = StatGroup.Skill | Skill.Endurance,
Skill_Heal = StatGroup.Skill | Skill.Heal,
Skill_History = StatGroup.Skill | Skill.History,
Skill_Insight = StatGroup.Skill | Skill.Insight,
Skill_Intimidate = StatGroup.Skill | Skill.Intimidate,
Skill_Nature = StatGroup.Skill | Skill.Nature,
Skill_Perception = StatGroup.Skill | Skill.Perception,
Skill_Religion = StatGroup.Skill | Skill.Religion,
Skill_Stealth = StatGroup.Skill | Skill.Stealth,
Skill_Streetwise = StatGroup.Skill | Skill.Streetwise,
Skill_Thievery = StatGroup.Skill | Skill.Thievery,
//Speed Speed
Speed_Walk = StatGroup.Speed | Speed.Walk,
Speed_Climb = StatGroup.Speed | Speed.Climb,
Speed_Swim = StatGroup.Speed | Speed.Swim,
Speed_Fly = StatGroup.Speed | Speed.Fly,
Speed_Shift = StatGroup.Speed | Speed.Shift,
Speed_Crawl = StatGroup.Speed | Speed.Crawl,
//Immune EffectType
Immune_Augmentable = StatGroup.Immune | EffectType.Augmentable,
Immune_Aura = StatGroup.Immune | EffectType.Aura,
Immune_Beast = StatGroup.Immune | EffectType.Beast,
Immune_BeastForm = StatGroup.Immune | EffectType.BeastForm,
Immune_ChannelDivinity = StatGroup.Immune | EffectType.ChannelDivinity,
Immune_Charm = StatGroup.Immune | EffectType.Charm,
Immune_Conjuration = StatGroup.Immune | EffectType.Conjuration,
Immune_Disease = StatGroup.Immune | EffectType.Disease,
Immune_Fear = StatGroup.Immune | EffectType.Fear,
Immune_FullDiscipline = StatGroup.Immune | EffectType.FullDiscipline,
Immune_Healing = StatGroup.Immune | EffectType.Healing,
Immune_Illusion = StatGroup.Immune | EffectType.Illusion,
Immune_Invigorating = StatGroup.Immune | EffectType.Invigorating,
Immune_Poison = StatGroup.Immune | EffectType.Poison,
Immune_Polymorph = StatGroup.Immune | EffectType.Polymorph,
Immune_Rage = StatGroup.Immune | EffectType.Rage,
Immune_Rattling = StatGroup.Immune | EffectType.Rattling,
Immune_Reliable = StatGroup.Immune | EffectType.Reliable,
Immune_Runic = StatGroup.Immune | EffectType.Runic,
Immune_Sleep = StatGroup.Immune | EffectType.Sleep,
Immune_Spirit = StatGroup.Immune | EffectType.Spirit,
Immune_Stance = StatGroup.Immune | EffectType.Stance,
Immune_Summoning = StatGroup.Immune | EffectType.Summoning,
Immune_Teleportation = StatGroup.Immune | EffectType.Teleportation,
Immune_Zone = StatGroup.Immune | EffectType.Zone,
//Immune DamageType
Immune_Physical = StatGroup.Immune | DamageType.Physical,
Immune_Acid = StatGroup.Immune | DamageType.Acid,
Immune_Cold = StatGroup.Immune | DamageType.Cold,
Immune_Fire = StatGroup.Immune | DamageType.Fire,
Immune_Force = StatGroup.Immune | DamageType.Force,
Immune_Lightning = StatGroup.Immune | DamageType.Lightning,
Immune_Necrotic = StatGroup.Immune | DamageType.Necrotic,
Immune_Psychic = StatGroup.Immune | DamageType.Psychic,
Immune_Radiant = StatGroup.Immune | DamageType.Radiant,
Immune_Thunder = StatGroup.Immune | DamageType.Thunder,
Immune_Toxin = StatGroup.Immune | DamageType.Toxin,
Immune_Weapon = StatGroup.Immune | DamageType.Weapon,
//Resist DamageType
Resist_Physical = StatGroup.Resist | DamageType.Physical,
Resist_Acid = StatGroup.Resist | DamageType.Acid,
Resist_Cold = StatGroup.Resist | DamageType.Cold,
Resist_Fire = StatGroup.Resist | DamageType.Fire,
Resist_Force = StatGroup.Resist | DamageType.Force,
Resist_Lightning = StatGroup.Resist | DamageType.Lightning,
Resist_Necrotic = StatGroup.Resist | DamageType.Necrotic,
Resist_Psychic = StatGroup.Resist | DamageType.Psychic,
Resist_Radiant = StatGroup.Resist | DamageType.Radiant,
Resist_Thunder = StatGroup.Resist | DamageType.Thunder,
Resist_Toxin = StatGroup.Resist | DamageType.Toxin,
Resist_Weapon = StatGroup.Resist | DamageType.Weapon,
//Vulnerable DamageType
Vulnerable_Physical = StatGroup.Vulnerable | DamageType.Physical,
Vulnerable_Acid = StatGroup.Vulnerable | DamageType.Acid,
Vulnerable_Cold = StatGroup.Vulnerable | DamageType.Cold,
Vulnerable_Fire = StatGroup.Vulnerable | DamageType.Fire,
Vulnerable_Force = StatGroup.Vulnerable | DamageType.Force,
Vulnerable_Lightning = StatGroup.Vulnerable | DamageType.Lightning,
Vulnerable_Necrotic = StatGroup.Vulnerable | DamageType.Necrotic,
Vulnerable_Psychic = StatGroup.Vulnerable | DamageType.Psychic,
Vulnerable_Radiant = StatGroup.Vulnerable | DamageType.Radiant,
Vulnerable_Thunder = StatGroup.Vulnerable | DamageType.Thunder,
Vulnerable_Toxin = StatGroup.Vulnerable | DamageType.Toxin,
Vulnerable_Weapon = StatGroup.Vulnerable | DamageType.Weapon,
//OngoingDamage DamageType
OngoingDamage_Physical = StatGroup.OngoingDamage | DamageType.Physical,
OngoingDamage_Acid = StatGroup.OngoingDamage | DamageType.Acid,
OngoingDamage_Cold = StatGroup.OngoingDamage | DamageType.Cold,
OngoingDamage_Fire = StatGroup.OngoingDamage | DamageType.Fire,
OngoingDamage_Force = StatGroup.OngoingDamage | DamageType.Force,
OngoingDamage_Lightning = StatGroup.OngoingDamage | DamageType.Lightning,
OngoingDamage_Necrotic = StatGroup.OngoingDamage | DamageType.Necrotic,
OngoingDamage_Psychic = StatGroup.OngoingDamage | DamageType.Psychic,
OngoingDamage_Radiant = StatGroup.OngoingDamage | DamageType.Radiant,
OngoingDamage_Thunder = StatGroup.OngoingDamage | DamageType.Thunder,
OngoingDamage_Toxin = StatGroup.OngoingDamage | DamageType.Toxin,
OngoingDamage_Weapon = StatGroup.OngoingDamage | DamageType.Weapon,
//DamageType DamageType
DamageType_Physical = StatGroup.DamageType | DamageType.Physical,
DamageType_Acid = StatGroup.DamageType | DamageType.Acid,
DamageType_Cold = StatGroup.DamageType | DamageType.Cold,
DamageType_Fire = StatGroup.DamageType | DamageType.Fire,
DamageType_Force = StatGroup.DamageType | DamageType.Force,
DamageType_Lightning = StatGroup.DamageType | DamageType.Lightning,
DamageType_Necrotic = StatGroup.DamageType | DamageType.Necrotic,
DamageType_Psychic = StatGroup.DamageType | DamageType.Psychic,
DamageType_Radiant = StatGroup.DamageType | DamageType.Radiant,
DamageType_Thunder = StatGroup.DamageType | DamageType.Thunder,
DamageType_Toxin = StatGroup.DamageType | DamageType.Toxin,
DamageType_Weapon = StatGroup.DamageType | DamageType.Weapon,
//WeaponProf WeaponProf
WeaponProf_SimpleMelee = StatGroup.WeaponProf | WeaponProf.SimpleMelee,
WeaponProf_MilitaryMelee = StatGroup.WeaponProf | WeaponProf.MilitaryMelee,
WeaponProf_SuperiorMelee = StatGroup.WeaponProf | WeaponProf.SuperiorMelee,
WeaponProf_ImprovisedMelee = StatGroup.WeaponProf | WeaponProf.ImprovisedMelee,
WeaponProf_SimpleRanged = StatGroup.WeaponProf | WeaponProf.SimpleRanged,
WeaponProf_MilitaryRanged = StatGroup.WeaponProf | WeaponProf.MilitaryRanged,
WeaponProf_SuperiorRanged = StatGroup.WeaponProf | WeaponProf.SuperiorRanged,
WeaponProf_ImprovisedRanged = StatGroup.WeaponProf | WeaponProf.ImprovisedRanged,
//Combat Combat
Combat_Initiative = StatGroup.Combat | Combat.Initiative,
Combat_Attack = StatGroup.Combat | Combat.Attack,
Combat_AttackDamage = StatGroup.Combat | Combat.AttackDamage,
Combat_ThreateningReach = StatGroup.Combat | Combat.ThreateningReach,
Combat_Regeneration = StatGroup.Combat | Combat.Regeneration,
//ActionType ActionType
ActionType_Standard = StatGroup.ActionType | ActionType.Standard,
ActionType_Move = StatGroup.ActionType | ActionType.Move,
ActionType_Minor = StatGroup.ActionType | ActionType.Minor,
ActionType_Free = StatGroup.ActionType | ActionType.Free,
ActionType_Immediate = StatGroup.ActionType | ActionType.Immediate,
ActionType_Opportunity = StatGroup.ActionType | ActionType.Opportunity,
ActionType_ActionPoint = StatGroup.ActionType | ActionType.ActionPoint,
//Condition Condition
Condition_Blinded = StatGroup.Condition | Condition.Blinded,
Condition_Dazed = StatGroup.Condition | Condition.Dazed,
Condition_Deafened = StatGroup.Condition | Condition.Deafened,
Condition_Dominated = StatGroup.Condition | Condition.Dominated,
Condition_Dying = StatGroup.Condition | Condition.Dying,
Condition_Grabbed = StatGroup.Condition | Condition.Grabbed,
Condition_Helpless = StatGroup.Condition | Condition.Helpless,
Condition_Immobilized = StatGroup.Condition | Condition.Immobilized,
Condition_Marked = StatGroup.Condition | Condition.Marked,
Condition_Petrified = StatGroup.Condition | Condition.Petrified,
Condition_Prone = StatGroup.Condition | Condition.Prone,
Condition_RemovedFromPlay = StatGroup.Condition | Condition.RemovedFromPlay,
Condition_Restrained = StatGroup.Condition | Condition.Restrained,
Condition_Slowed = StatGroup.Condition | Condition.Slowed,
Condition_Stunned = StatGroup.Condition | Condition.Stunned,
Condition_Surprised = StatGroup.Condition | Condition.Surprised,
Condition_Unconcious = StatGroup.Condition | Condition.Unconcious,
Condition_Weakened = StatGroup.Condition | Condition.Weakened,
Condition_Invisible = StatGroup.Condition | Condition.Invisible,
//PowerUsed Power
PowerUsed_DwarvenSecondWind = StatGroup.PowerUsed | Power.DwarvenSecondWind,
PowerUsed_ElvenAccuracy = StatGroup.PowerUsed | Power.ElvenAccuracy,
PowerUsed_ElvenGrace = StatGroup.PowerUsed | Power.ElvenGrace,
PowerUsed_Cleave = StatGroup.PowerUsed | Power.Cleave,
PowerUsed_ReapingStrike = StatGroup.PowerUsed | Power.ReapingStrike,
PowerUsed_SureStrike = StatGroup.PowerUsed | Power.SureStrike,
PowerUsed_TideOfIron = StatGroup.PowerUsed | Power.TideOfIron,
PowerUsed_CoveringAttack = StatGroup.PowerUsed | Power.CoveringAttack,
PowerUsed_PassingAttack = StatGroup.PowerUsed | Power.PassingAttack,
PowerUsed_SpinningSweep = StatGroup.PowerUsed | Power.SpinningSweep,
PowerUsed_SteelStrike = StatGroup.PowerUsed | Power.SteelStrike,
PowerUsed_BruteStrike = StatGroup.PowerUsed | Power.BruteStrike,
PowerUsed_ComebackStrike = StatGroup.PowerUsed | Power.ComebackStrike,
PowerUsed_VillainsMenace = StatGroup.PowerUsed | Power.VillainsMenace,
PowerUsed_BoundlessEndurance = StatGroup.PowerUsed | Power.BoundlessEndurance,
PowerUsed_GetOverHere = StatGroup.PowerUsed | Power.GetOverHere,
PowerUsed_NoOpening = StatGroup.PowerUsed | Power.NoOpening,
PowerUsed_Unstoppable = StatGroup.PowerUsed | Power.Unstoppable,
PowerUsed_ScoutCarefulAttack = StatGroup.PowerUsed | Power.ScoutCarefulAttack,
PowerUsed_ScoutHitAndRun = StatGroup.PowerUsed | Power.ScoutHitAndRun,
PowerUsed_ScoutNimbleStrike = StatGroup.PowerUsed | Power.ScoutNimbleStrike,
PowerUsed_ScoutTwinStrike = StatGroup.PowerUsed | Power.ScoutTwinStrike,
PowerUsed_ScoutDireStrike = StatGroup.PowerUsed | Power.ScoutDireStrike,
PowerUsed_ScoutEvasiveStrike = StatGroup.PowerUsed | Power.ScoutEvasiveStrike,
PowerUsed_ScoutCunningStrike = StatGroup.PowerUsed | Power.ScoutCunningStrike,
PowerUsed_ScoutDoubleStrike = StatGroup.PowerUsed | Power.ScoutDoubleStrike,
PowerUsed_ScoutHuntersTrap = StatGroup.PowerUsed | Power.ScoutHuntersTrap,
PowerUsed_ScoutPincerStrike = StatGroup.PowerUsed | Power.ScoutPincerStrike,
PowerUsed_ScoutSplitStrike = StatGroup.PowerUsed | Power.ScoutSplitStrike,
PowerUsed_ScoutSuddenStrike = StatGroup.PowerUsed | Power.ScoutSuddenStrike,
PowerUsed_ScoutCrucialAdvice = StatGroup.PowerUsed | Power.ScoutCrucialAdvice,
PowerUsed_ScoutUnbalancingParry = StatGroup.PowerUsed | Power.ScoutUnbalancingParry,
PowerUsed_ScoutYieldGround = StatGroup.PowerUsed | Power.ScoutYieldGround,
PowerUsed_InspiringWord = StatGroup.PowerUsed | Power.InspiringWord,
PowerUsed_CommandersStrike = StatGroup.PowerUsed | Power.CommandersStrike,
PowerUsed_FuriousSmash = StatGroup.PowerUsed | Power.FuriousSmash,
PowerUsed_TacticalStrike = StatGroup.PowerUsed | Power.TacticalStrike,
PowerUsed_PackTactics = StatGroup.PowerUsed | Power.PackTactics,
PowerUsed_GuardingAttack = StatGroup.PowerUsed | Power.GuardingAttack,
PowerUsed_HammerAndAnvil = StatGroup.PowerUsed | Power.HammerAndAnvil,
PowerUsed_NoQuarter = StatGroup.PowerUsed | Power.NoQuarter,
PowerUsed_OfficersFavor = StatGroup.PowerUsed | Power.OfficersFavor,
PowerUsed_BastionOfDefense = StatGroup.PowerUsed | Power.BastionOfDefense,
PowerUsed_LeadTheAttack = StatGroup.PowerUsed | Power.LeadTheAttack,
PowerUsed_PinTheFoe = StatGroup.PowerUsed | Power.PinTheFoe,
PowerUsed_TeamOnslaught = StatGroup.PowerUsed | Power.TeamOnslaught,
PowerUsed_AidTheInjured = StatGroup.PowerUsed | Power.AidTheInjured,
PowerUsed_CrescendoOfViolence = StatGroup.PowerUsed | Power.CrescendoOfViolence,
PowerUsed_KnightsMove = StatGroup.PowerUsed | Power.KnightsMove,
PowerUsed_ShakeItOff = StatGroup.PowerUsed | Power.ShakeItOff,
PowerUsed_CarefulAttack = StatGroup.PowerUsed | Power.CarefulAttack,
PowerUsed_HitAndRun = StatGroup.PowerUsed | Power.HitAndRun,
PowerUsed_NimbleStrike = StatGroup.PowerUsed | Power.NimbleStrike,
PowerUsed_TwinStrike = StatGroup.PowerUsed | Power.TwinStrike,
PowerUsed_EvasiveStrike = StatGroup.PowerUsed | Power.EvasiveStrike,
PowerUsed_CunningStrike = StatGroup.PowerUsed | Power.CunningStrike,
PowerUsed_DoubleStrike = StatGroup.PowerUsed | Power.DoubleStrike,
PowerUsed_HuntersTrap = StatGroup.PowerUsed | Power.HuntersTrap,
PowerUsed_PincerStrike = StatGroup.PowerUsed | Power.PincerStrike,
PowerUsed_SplitStrike = StatGroup.PowerUsed | Power.SplitStrike,
PowerUsed_SuddenStrike = StatGroup.PowerUsed | Power.SuddenStrike,
PowerUsed_CrucialAdvice = StatGroup.PowerUsed | Power.CrucialAdvice,
PowerUsed_UnbalancingParry = StatGroup.PowerUsed | Power.UnbalancingParry,
PowerUsed_YieldGround = StatGroup.PowerUsed | Power.YieldGround,
PowerUsed_DecrepitSkeleton_Longsword = StatGroup.PowerUsed | Power.DecrepitSkeleton_Longsword,
PowerUsed_DecrepitSkeleton_Shortbow = StatGroup.PowerUsed | Power.DecrepitSkeleton_Shortbow,
PowerUsed_Skeleton_Longsword = StatGroup.PowerUsed | Power.Skeleton_Longsword,
PowerUsed_BlazingSkeleton_BlazingClaw = StatGroup.PowerUsed | Power.BlazingSkeleton_BlazingClaw,
PowerUsed_BlazingSkeleton_FlameOrb = StatGroup.PowerUsed | Power.BlazingSkeleton_FlameOrb,
PowerUsed_BoneshardSkeleton_Scimitar = StatGroup.PowerUsed | Power.BoneshardSkeleton_Scimitar,
PowerUsed_BoneshardSkeleton_Boneshard = StatGroup.PowerUsed | Power.BoneshardSkeleton_Boneshard,
PowerUsed_BoneshardSkeleton_BoneshardBurst = StatGroup.PowerUsed | Power.BoneshardSkeleton_BoneshardBurst,
PowerUsed_SecondWind = StatGroup.PowerUsed | Power.SecondWind,
PowerUsed_TotalDefense = StatGroup.PowerUsed | Power.TotalDefense,
PowerUsed_StandUp = StatGroup.PowerUsed | Power.StandUp,
PowerUsed_DropProne = StatGroup.PowerUsed | Power.DropProne,
PowerUsed_Walk = StatGroup.PowerUsed | Power.Walk,
PowerUsed_Shift = StatGroup.PowerUsed | Power.Shift,
PowerUsed_SpendActionPoint = StatGroup.PowerUsed | Power.SpendActionPoint,
PowerUsed_OpportunityAttack = StatGroup.PowerUsed | Power.OpportunityAttack,
PowerUsed_Skeleton_FeyStep = StatGroup.PowerUsed | Power.Skeleton_FeyStep,
PowerUsed_HobgoblinResilience = StatGroup.PowerUsed | Power.HobgoblinResilience,
PowerUsed_HobgoblinGrunt_Longsword = StatGroup.PowerUsed | Power.HobgoblinGrunt_Longsword,
PowerUsed_HobgoblinArcher_Longsword = StatGroup.PowerUsed | Power.HobgoblinArcher_Longsword,
PowerUsed_HobgoblinArcher_Longbow = StatGroup.PowerUsed | Power.HobgoblinArcher_Longbow,
PowerUsed_HobgoblinSoldier_Flail = StatGroup.PowerUsed | Power.HobgoblinSoldier_Flail,
PowerUsed_HobgoblinSoldier_FormationStrike = StatGroup.PowerUsed | Power.HobgoblinSoldier_FormationStrike,
PowerUsed_OrcRaider_Greataxe = StatGroup.PowerUsed | Power.OrcRaider_Greataxe,
PowerUsed_OrcRaider_Handaxe = StatGroup.PowerUsed | Power.OrcRaider_Handaxe,
PowerUsed_OrcRaider_WarriorsSurge = StatGroup.PowerUsed | Power.OrcRaider_WarriorsSurge,
PowerUsed_Imp_Bite = StatGroup.PowerUsed | Power.Imp_Bite,
PowerUsed_Imp_TailSting = StatGroup.PowerUsed | Power.Imp_TailSting,
PowerUsed_Imp_TailStingSecondary = StatGroup.PowerUsed | Power.Imp_TailStingSecondary,
PowerUsed_Imp_Vanish = StatGroup.PowerUsed | Power.Imp_Vanish,
PowerUsed_Gravehound_Bite = StatGroup.PowerUsed | Power.Gravehound_Bite,
PowerUsed_Gravehound_DeathJaws = StatGroup.PowerUsed | Power.Gravehound_DeathJaws,
PowerUsed_ZombieRotter_Slam = StatGroup.PowerUsed | Power.ZombieRotter_Slam,