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'''Instinct''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.
'''Instinct''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.


'''Survivor''' You know the natural world like the back of your hand. Wherever you end up, you now [[how to]] survive.
'''Survivor''' You know the natural world like the back of your hand. Wherever you end up, you know [[how to]] survive.


'''Wilderness Warden''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
'''Wilderness Warden''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
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!Feature
!Feature
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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!Feature
!Feature
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
|'''Bravery'''
|'''Bravery'''
|Ranger Entry
|Ranger Entry
|Gain the Bravery ability. Bravery Resist Frightened 2.
|Gain the Bravery ability.  
 
* <u>Bravery</u> Resist Frightened 2.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Courage'''
|'''Courage'''
|Bravery
|Bravery
|Gain the Courage ability. Courage When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. (AWR/Rest)
|(AWR/Rest) Gain the Courage ability.  
 
* <u>Courage</u> When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists.  
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|'''Courage II'''
|'''Courage II'''
|Bravery II
|Bravery II
|When you use Courage, and you are Bloodied, regain HP
|When you use Courage, and you are Bloodied, regain HP equal to your AWR.
equal to your AWR.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|Bravery III
|Bravery III
|Gain the Drive to Survive ability.
|Gain the Drive to Survive ability.
'''Drive to Survive:''' (1⁄2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first). (1⁄2 AWR/Rest)
 
* <u>Drive to Survive</u> (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first).
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''FLIGHT II'''
|'''Flight II'''
|COurage III, Flight
|COurage III, Flight
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.
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|It is said that in the face of fear you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others. Gain the Fear Itself ability.  
|It is said that in the face of fear you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others. Gain the Fear Itself ability.  


* <u>Fear Itself:</u>  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain TA against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.   
* <u>Fear Itself</u>  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain TA against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.   
* <u>Level 30:</u> Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
* <u>Level 30</u> Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
|''Ranger, Bravery, Capstone''
|''Ranger, Bravery, Capstone''
|}
|}
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!Feature
!Feature
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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|Gain the Corner Quarry ability.  
|Gain the Corner Quarry ability.  


* <u>Corner Quarry:</u> (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it.  
* <u>Corner Quarry</u> (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it.  
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Deadeye
|Deadeye
Incompatible: Rain of Arrows
Incompatible: Rain of Arrows
|Gain the Takedown Shot ability.Takedown Shot When you use Deadeye, deal 1d8 additional damage. (2/Recoup)
|(2/Recoup) Gain the Takedown Shot ability.Takedown Shot When you use Deadeye, deal 1d8 additional damage.  
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Hunter
|Hunter
Incompatible: Deadeye
Incompatible: Deadeye
|Gain the Volley ability. Volley When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP (2/Recoup)
|(2/Recoup) Gain the Volley ability. Volley When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP  
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Gain the Rain of Arrows ability.  
|Gain the Rain of Arrows ability.  


* <u>Rain of Arrows:</u> (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1⁄2 on a miss.  
* <u>Rain of Arrows</u> (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss.
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Gain the Hew ability.
|Gain the Hew ability.


* <u>Hew:</u> (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage.  
* <u>Hew</u> (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage.  
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Gain the Hordesbane ability.  
|Gain the Hordesbane ability.  


* <u>Hordesbane:</u> Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).
* <u>Hordesbane</u> Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Gain the Whirling Blades ability.  
|Gain the Whirling Blades ability.  


* <u>Whirling Blades</u> When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. (2/Rest)
* <u>Whirling Blades</u> (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss.  
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Gain the Calculating ability.  
|Gain the Calculating ability.  


* <u>Calculating:</u> When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. (3/Rest)
* <u>Calculating</u> (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes.  
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Gain the Horde Breaker ability.  
|Gain the Horde Breaker ability.  


* <u>Horde Breaker:</u> (1/Recoup) Gain +1 TA and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn.
* <u>Horde Breaker</u> (1/Recoup) Gain +1 TA and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn.
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Gain the Arrow Storm ability.  
|Gain the Arrow Storm ability.  


* <u>Arrow Storm</u>: (1/ Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.  
* <u>Arrow Storm</u> (1/ Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.
|Ranger, Hunter
|Ranger, Hunter
|-
|-
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|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards. When you roll Initiative and you have no Target Prey, choose one enemy to be Target Prey. Gain the Peerless Hunter ability.
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards. When you roll Initiative and you have no Target Prey, choose one enemy to be Target Prey. Gain the Peerless Hunter ability.


* <u>Peerless Hunter</u> When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent. (1/Week)
* <u>Peerless Hunter</u> (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent.  
* <u>Level 30:</u> (1/ Rest) You can reselect the creature types that target prey features work on.  
* <u>Level 30</u> (1/ Rest) You can reselect the creature types that target prey features work on.  
|Ranger, Hunter, Capstone
|Ranger, Hunter, Capstone
|}
|}
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{| class="wikitable"
{| class="wikitable"
|+
|+
!
!Feature
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
|Survival Instinct
|'''Survival Instinct'''
|Ranger Entry
|Ranger Entry
|Gain the Preternatural Dodge ability.
|Gain the Preternatural Dodge ability.


* <u>Preternatural Dodge:</u> When a creature attacks one of your Physical or Mental defenses, you can use ANT in place of whatever was targeted. (AWR/Rest)
* <u>Preternatural Dodge</u> (AWR/Rest) When a creature attacks one of your Physical or Mental defenses, you can use ANT in place of whatever was targeted.  
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Fighting Instinct II
|'''Fighting Instinct II'''
|Survival Instinct
|Survival Instinct
|Fighting Instinct lasts until the end of your next turn.
|Fighting Instinct lasts until the end of your next turn.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Survival Instinct II
|'''Survival Instinct II'''
|Fighting Instinct II
|Fighting Instinct II
|Gain the Size Up ability.
|Gain the Size Up ability.


* <u>Size Up:</u> You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.
* <u>Size Up</u> You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Fighting Instinct III
|'''Fighting Instinct III'''
|Survival Instinct II
|Survival Instinct II
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Vigilant
|'''Vigilant'''
|Fighting Instinct III
|Fighting Instinct III
|Gain the Vigilant ability.
|Gain the Vigilant ability.


* <u>Vigilant</u> If you roll lower than 10 on an AWR check, treat that roll as 10 instead (AWR/Rest)
* <u>Vigilant</u> (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead  
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Survival Instinict III
|'''Survival Instinict III'''
|Vigilant
|Vigilant
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Vigilant II
|'''Vigilant II'''
|Survival Instinct III
|Survival Instinct III
|Vigilant becomes ANT instead of 10.
|Vigilant becomes ANT instead of 10.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Survival Instinct V
|'''Survival Instinct V'''
|Vigilant II
|Vigilant II
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Fighting Instinct IV
|'''Fighting Instinct IV'''
|Survival Instinct IV
|Survival Instinct IV
|Gain the Pounce ability.
|Gain the Pounce ability.


* <u>Pounce:</u> On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.
* <u>Pounce</u> On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Vigilant III
|'''Vigilant III'''
|Fighting Instinct IV
|Fighting Instinct IV
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Survival Instinct V
|'''Survival Instinct V'''
|Vigilant III
|Vigilant III
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Vigilant IV
|'''Vigilant IV'''
|Survival Instinct V
|Survival Instinct V
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Fighting Instinct V
|'''Fighting Instinct V'''
|Vigilant IV
|Vigilant IV
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Vigilant V
|'''Vigilant V'''
|Fighting Instinct V
|Fighting Instinct V
|Vigilant is always active.
|Vigilant is always active.
|Ranger, Instinct
|Ranger, Instinct
|-
|-
|Cornered Animal
|'''Cornered Animal'''
|Vigilant V
|Vigilant V
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath. When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain TA on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit. (1/Rest)
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.  
(1/Rest) When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain TA on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.  


* <u>Level 30:</u> Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.
* <u>Level 30</u> Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.
|Ranger, Instinct, Capstone
|Ranger, Instinct, Capstone
|}
|}
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!Feature
!Feature
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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|'''Primeval Senses IV'''
|'''Primeval Senses IV'''
|Nature Stride II
|Nature Stride II
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1⁄2 your AWR.
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1/2 your AWR.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''NATURE STRIDE III'''
|'''Nature Stride III'''
|Prerequisites: Natural Habitat IV
|Prerequisites: Natural Habitat IV
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''PRIMEVAL SENSE V'''
|'''Primeval Sense V'''
|Nature Stride III
|Nature Stride III
|You have unlimited uses of your Primeval Senses ability.
|You have unlimited uses of your Primeval Senses ability.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''UNRIVALED EXPLORER'''
|'''Unrivaled Explorer'''
|Primeval Sense V
|Primeval Sense V
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a guide for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies. You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats. When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment. (1/Week)
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a guide for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies. You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats.  
(1/Week) When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.


* <u>Level 30:</u> The final cap for your AWR increases from 12 to 14.
* <u>Level 30</u> The final cap for your AWR increases from 12 to 14.
|''Ranger, Survivor, Capstone''
|''Ranger, Survivor, Capstone''
|}
|}
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!Feature
!Feature
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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|'''Chant of the Wild Heart'''
|'''Chant of the Wild Heart'''
|Primeval Invocation or Intrinsic Boon III
|Primeval Invocation or Intrinsic Boon III
|You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest. (1/Week) When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.
|When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.
(1/Week) You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest. 
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
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|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you. You can never become lost, even by magical means. When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger talent points, assigning them to other Ranger talents.
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you. You can never become lost, even by magical means. When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger talent points, assigning them to other Ranger talents.


* Level 30: Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.
* <u>Level 30</u> Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.
|''Ranger, Wilderness Warden, Capstone''
|''Ranger, Wilderness Warden, Capstone''
|}
|}

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