<abilities>
  <ability>
    <clone>thousand_cuts</clone>
    <key>thousand_cuts_3</key>
    <description>Perform ⮃5 strikes⮃ which deal ⮃-70% damage⮃ each.</description>
    <abilitySoundPack>dagger</abilitySoundPack>
    <cost>30.0</cost>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredLevel>0</requiredLevel>
        <requiredPoints>1</requiredPoints>
      </unlockRequirements>
      <replaces>thousand_cuts_2</replaces>
    </unlockInfo>
    <requirements>
      <requirements>
        <type>Weapon</type>
        <params>
          <params type="weapon">Dagger</params>
        </params>
      </requirements>
    </requirements>
    <attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.7</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts_3, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.7</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts_3, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.7</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts_3, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.7</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts_3, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.7</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts_3, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
    </attacks>
  </ability>
</abilities>
