skill n,x; skill n of level x 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 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 attack power + n% bonus bBaseAtk,n; Basic attack power + n bonus bMatk,n; Magical attack power 1 + n and magical attack power 2 + n bonus bMatk1,n; Magical attack power 1 + n bonus bMatk2,n; Magical attack power 2 + n bonus bMatkRate,n; Magical attack power + n% bonus bMdef,n; Magical defensive power + n bonus bDef,n; DEF + n bonus bHit,n; On-target hit power + n bonus bCritical,n; Critical + n bonus bCriticalRate,n; Critical ratio + n% bonus bFlee,n; Evasion power + n bonus bFlee2,n; Perfection evasion + n bonus bSpeed,n; Drift speed + n bonus bAspd,n; Attack speed + n bonus bSpeedRate,n; Drift speed + n% (just high ones application) bonus bAspdRate,n; Attack speed + n% (just high ones application) bonus bSpeedAddRate drift speed + n% bonus bAspdAddRate attack speed + n% bonus bAtkRange,n; Attack Range + n bonus bCastrate,n; Cast rate + n% bonus bUseSPrate,n; SP consumption + n% bonus bHPrecovRate,n; HP automatic recovery ratio + n% (you exclude the recovery with skill) bonus bSPrecovRate,n; SP automatic recovery ratio + n% (you exclude the recovery with skill) bonus bDoubleRate,n; attack probability n% (with weapon disregard just high ones application) bonus bDoubleAddRate,n; Double attack probability + n% (weapon disregard) bonus bPerfectHitRate,n; On-target impact attack probability n% (just high ones application) bonus bPerfectHitAddRate,n; On-target impact attack probability +n% bonus bGetZenyNum,n; When pushing down the monster with physical attack, rand () ゼニ of %n+1 is obtained, (as for n just high ones application) bonus bAddGetZenyNum,n; When pushing down the monster with physical attack, rand () ゼニ of %n+1 is obtained, (n is done +) bonus bCriticalDef,n; Critical 喰 and others the trap it is, probability + n% bonus bNearAtkDef,n; The damage of short-range attack n% reduction (magic and the trap, the 鷹 is excluded) bonus bLongAtkDef,n; damage of stand off attack n% reduction (magic and the trap, the 鷹 is excluded) bonus bMagicAtkDef the damage of magical attack n% reduction bonus bMiscAtkDef MISC attack (the trap and ?) the damage n% reduction bonus bIgnoreDefRace,n Defense disregard of enemy of n race 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than (normal monster) boss monster bonus bIgnoreDefEle,n; Defense disregard of enemy of n attribute 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus bIgnoreMDefRace n race the magical defensive power disregard damage 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster) bonus bIgnoreMDefEle n attribute the magical defensive power disregard damage 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster) bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus bAtkEle,n; Attack with element n 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus bDefEle,n; Guard against element n 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus bHitRate,n; on-target hit ratio +n% bonus bFleeRate,n; evasion ratio +n% bonus bFlee2Rate,n; complete evasion ratio +n% bonus bDefRate,n; earned-run average +n% (equipment) bonus bDef2Rate,n; earned-run average +n% (those due to vit) bonus bMdefRate,n; magical earned-run average +n% (equipment) bonus bMdef2Rate,n; magical earned-run average +n% (those due to int) bonus bSplashRange n; damage is given to the peripheral n cell of the target with usual weapon attack, if (as for n just high ones application, 1 if the 3*3, 2 the 5*5) bonus bSplashAddRange n; damage is given to the peripheral n cell of the target with usual weapon attack, (range + n) bonus bInfiniteEndure,n; Unlimited Endure (n is meaningless) bonus bRestartFullRecover,n; When reviving, HP and SP all recoveries (non mind there is no n) bonus bNoCastCancel,n; The casting is not cancelled (non mind there is no n) bonus bNoCastCancel2,n; The casting is not cancelled (is not cancelled even with GVG, n is meaningless) bonus bNoSizeFix,n; The attack revision with the size of the monster is not received, (non mind there is no n) bonus bNoWeaponDamage,n; The damage is not received to physical attack, (non mind there is no n) bonus bNoMagicDamage,n; The damage is not received to magic, (including also the heel, non mind there is no n) bonus bNoGemStone,n; When using skill, the gemstone is not consumed (non mind there is no n) bonus2 bAddEff,Eff_Blind,n; With the establishment of n% dark grant bonus2 bAddEff,Eff_Sleep,n; With the establishment of n% sleep grant bonus2 bAddEff,Eff_Poison,n; With the establishment of n% poison grant bonus2 bAddEff,Eff_Freeze,n; With the establishment of n% freezing grant bonus2 bAddEff,Eff_Silence,n; With the establishment of n% silence grant bonus2 bAddEff,Eff_Stan,n; With the establishment of n% stun grant bonus2 bAddEff,Eff_Curse,n; You curse with the establishment of n%, grant bonus2 bAddEff,Eff_Confusion,n; With the establishment of n% confusion grant bonus2 bAddEff,Eff_Stone,n; With the establishment of n% petrochemical grant bonus2 bResEff,Eff_Blind,n; Dark tolerance + n% bonus2 bResEff,Eff_Sleep,n; Sleep tolerance + n% bonus2 bResEff,Eff_Poison,n; Poison tolerance + n% bonus2 bResEff,Eff_Freeze,n; Freezing tolerance + n% bonus2 bResEff,Eff_Silence,n; Silence tolerance + n% bonus2 bResEff,Eff_Stan,n; Stun tolerance + n% bonus2 bResEff,Eff_Curse,n; Cursing tolerance + n% bonus2 bResEff,Eff_Confusion,n; Confusion tolerance + n% bonus2 bResEff,Eff_Stone,n; Petrochemical tolerance + n% bonus2 bAddSize,n,x; In n size the damage addition of x% 0,Small size 1,Medium size 2,Large size bonus2 bAddRace,n,x; In n race the damage addition of x% 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster) bonus2 bSubRace,n,x; Damage x% reduction from n race 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster) bonus2 bMagicAddRace,n,x; In n race the damage addition of x% (only magical attack) 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster) bonus2 bMagicSubRace,n,x; Magical damage x% reduction from n race 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster) bonus2 bAddEle,n,x; In n attribute the damage addition of x% 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus2 bMagicAddEle,n,x; In n attribute the damage addition of x% (only magical attack) 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus2 bSubEle,n,x; Damage x% reduction from n attribute 0,Nothing 1,Water 2,Earth 3,Fire 4,Wind 5,Poison 6,Saint 7,Darkness 8,Sense 9,Immortality bonus2 bAddDamageClass,n,x; In monster of class n the damage addition of x% (only physical attack), in case of prayer in n occupation the damage addition of x% bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x% bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x% bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x% bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- HP -- absorption (+ n and x are carried out) bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n % probability -- x % -- SP -- absorption (+ n and x are carried out) bonus3 bAddMonsterDropItem,n,x; When pushing down the monster with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones) 0,Intangibility 1,Immortality 2,Animal 3,Plant 4,Insect 5,Fish and shellfish 6,Demon 7,Human 8,Angel 9,Dragon family 10:Boss monster 11:Other than boss monster (normal monster) bonus3 bAutoSpell,n,x,y; Auto Spell casting of spell n at level x with y% chance // 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 bUnstripable,n; Armor cannot be taken off via Strip skills bonus bSPGainValue,n; When killing a monster by physical attack gain n amount of sp bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking. n:0=All normal monsters, except Bosses 1=All monsters bonus2 bCriticalAddRace,n,x; Increase critical + n vs. enemies of type x bonus2 bHPLossRate,n,x; Lose n amount of hp every x amount of time bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when being hit by physical close range damage bonus2 bSkillAtk,n,x; Increase damage of skill n by x% bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase damage taken by x% bonus3 bAutoSpellWhenHit,x,y,n; n% chance to cast skill x of level y when being hit by physical close range damage