//===== Athena Doc ======================================== //= eAthena Item Bonuses List //===== By ================================================ //= Developers //===== Version =========================================== //= 1.1.20110124 //========================================================= //= 1.0 - Standardized doc file //= 1.1.20080612 - skill command and bonuses (bAutoSpell, bSkillAtk, //= bSkillHeal, bAutoSpellWhenHit, bAddSkillBlow, bCastrate) accept //= skill names [FlavioJS] //= 1.1.20090122 - removed outdated bSPDrainValue command [ultramage] //= 1.1.20090421 - added the correct bonus documentation for bSPDrainValue [Playtester] //= 1.1.20090524 - removed outdated bMatk/bMatk1/bMatk2 doc [ultramage] //= 1.1.20090529 - added documentation for bHealPower, bHealPower2 [Inkfish] //= 1.1.20101130 - added documentation for bAutoSpellOnSkill [Ai4rei] //= 1.1.20101205 - added documentation for bAddItemHealRate. [L0ne_W0lf] //= 1.1.20101207 - added documentation for bUnbreakableGarment, //= bUnbreakableWeapon, bUnbreakableArmor, bUnbreakableHelm, //= bUnbreakableShield, bUnbreakableShoes, bBreakWeaponRate and //= bBreakArmorRate. [Ai4rei] //= 1.1.20110124 - added documentation for bAgiVit, bAgiDexStr, //= bUnbreakable, bShortWeaponDamageReturn, bLongWeaponDamageReturn, //= bWeaponComaEle, bAddEff2, bMagicDamageReturn, bRandomAttackIncrease, //= bPerfectHide, bNoKnockback, bClassChange, bHPDrainValue, bWeaponAtk, //= bWeaponAtkRate, bDelayrate, bHPDrainRateRace, bSPDrainRateRace, //= bAddEffOnSkill, bNoMiscDamage, bLongAtkRate, bUnstripable, //= bHPDrainValueRace, bMagicSPGainValue and bMagicHPGainValue. [Ai4rei] //===== Description ======================================= //= List of script instructions used in item bonuses, //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments //========================================================= skill i,n; Gives skill #i at level n (supports skill names) bonus bStr,n; STR + n bonus bAgi,n; AGI + n bonus bVit,n; VIT + n bonus bInt,n; INT + n bonus bDex,n; DEX + n bonus bLuk,n; LUK + n bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n bonus bAgiVit,n; AGI + n, VIT + n bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n bonus bMaxHP,n; MaxHP + n bonus bMaxSP,n; MaxSP + n bonus bMaxHPrate,n; MaxHP + n% bonus bMaxSPrate,n; MaxSP + n% bonus bAtk,n; ATK + n bonus bAtk2,n; ATK2 + n bonus bAtkRate,n; Attack power + n% bonus bBaseAtk,n; Basic attack power + n bonus bMatkRate,n; Magical attack power + n% bonus bDef,n; Equipment DEF + n bonus bDef2,n; VIT based DEF + n bonus bDefRate,n; Equipment DEF + n% bonus bDef2Rate,n; VIT based DEF + n% bonus bMdef,n; Equipment MDEF + n bonus bMdef2,n; INT based MDEF + n bonus bMdefRate,n; Equipment MDEF + n% bonus bMdef2Rate,n; INT based MDEF + n% bonus bHit,n; Hit + n bonus bHitRate,n; Hit + n% bonus bCritical,n; Critical + n bonus bCriticalRate,n; Critical + n% bonus bFlee,n; Flee + n bonus bFleeRate,n; Flee + n% bonus bFlee2,n; Perfect Dodge + n bonus bFlee2Rate,n; Perfect Dodge + n% bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) bonus bSpeedAddRate,n; Moving speed + n% bonus bAspd,n; Attack speed + n bonus bAspdRate,n; Attack speed + n% bonus bAtkRange,n; Attack range + n bonus bCastrate,n; Skill casting time rate + n% bonus bUseSPrate,n; SP consumption + n% bonus bHPrecovRate,n; Natural HP recovery ratio + n% bonus bSPrecovRate,n; Natural SP recovery ratio + n% bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied) bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons) bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied) bonus bPerfectHitAddRate,n; On-target impact attack probability + n% bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n% bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...) bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) : n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) : n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bAtkEle,n; Gives the player's attacks element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bDefEle,n; Gives the player's defense element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) Only the highest among all is applied bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless) bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless) bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless) bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless) bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless) bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless) bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless) bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless) bonus bHealPower,n; Increase heal amount of all heal skills by n% bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n% bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus2 bResEff,e,x; Adds a x/10000 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc) e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names) bonus2 bAddSize,n,x; +x% physical damage against size n. n: 0=Small 1=Medium 2=Large bonus2 bMagicAddSize,n,x; +x% magical damage against size n. n: 0=Small 1=Medium 2=Large bonus2 bSubSize,n,x; x% Damage reduction against size n. n: 0=Small 1=Medium 2=Large bonus2 bAddRace,n,x; +x% physical damage against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bMagicAddRace,n,x; +x% magical damage against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bSubRace,n,x; +x% damage reduction against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bAddEle,n,x; +x% physical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bMagicAddEle,n,x +x% magical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bSubEle,n,x; x% Damage reduction against element n. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n Against players, n is their job id bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n Against players, n is their job id. bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n Against players, n is their job id. bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n Against players, n is their job id. bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n; bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster. if 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied). If n < 0, the max zeny to gain is -n*monster level. bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack. bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster if 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1 bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names) Skill is casted on target unless it is a self or support (inf = 4/16) skill. // bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored. // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored. //---- 2/15 new card effects ---- bonus bCritAtkRate,n; Increase critical damage by +n% bonus bNoRegen,n; Stops regeneration for n n: 1=HP, 2=SP bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless) bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking. n: 0=All normal monster except Bosses, 1=All monsters bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names) bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names) bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names) bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase damage by x% bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt) y: 0=Don't show damage 1=Show damage bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on attacker (unless it is a self or support skill) when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either gain SP equivalent to x% of damage dealt, OR drain the amount of sp from the enemy. y: 0=gain sp 1:drain enemy sp bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names) i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names) t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) //---- 2/22 new card effects ---- bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%, you can also use direct item IDs instead of group values. (Check db/item_group_db.txt) //---- 3/15 new card effects ---- bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n bonus2 bSPGainRace,n,x; When killing a monster of race n by physical attack gain x amount of sp bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt) bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster (Check db/item_group_db.txt) if 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 bonus3 bAddEff,n,x,y; Adds a x/10000 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc). y is the trigger criteria: ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) bonus3 bAddEffWhenHit,n,x,y; x/10000 chance to cause n state to the enemy when being hit by physical damage. y is the trigger criteria: ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt) 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster if 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1 bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bAddStealRate,n; n/100% increase to Steal skill success chance bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names) bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP (use negative numbers so the user loses SP) bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ... x: 0=you gain n SP 1=you drain n SP from target bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n; bonus3 bAddEle,n,x,t; +x% physical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus3 bSubEle,n,x,t; x% Damage reduction against element n. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) Supportive spells are casted on self, others on target of skill s. bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) i: Flags (bitfield) &1: Forces the skill to be casted on self, rather than on the target of skill s. &2: Random skill level between 1 and l is chosen. bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items. bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless) bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances). bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances). bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%. bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it. bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it. bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack. x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking. x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it. bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack. bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless). bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless). bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack. bonus bHPDrainValue,n; Heals +n HP with normal attack. bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead. bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped. x: see doc/item_db.txt -> view -> weapons for possible values bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped. x: see doc/item_db.txt -> view -> weapons for possible values bonus bDelayrate,n; Increases skill delay by n%. bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack. bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack. bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names) bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names) t: ATF_SELF = causes status change to oneself ATF_TARGET = causes status change to the enemy bonus bNoMiscDamage,n; Adds n% reduction to received misc damage. bonus bLongAtkRate,n; Increases damage of ranged attacks by n%. bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless) bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack. bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack. bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack. bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x. bonus bFixedCastrate,x; Skill fixed casting time rate + n% bonus bWeaponMatk,x; Adds x Weapon Magical Attack to a weapon item. bonus bEquipmentMatk,x; Adds x Equipment Magical Attack to a non-weapon item.