1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
|
//===== rAthena Documentation ================================
//= rAthena Item Bonuses List
//===== By: ==================================================
//= rAthena Dev Team
//===== Current Version: =====================================
//= 20110124
//===== 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 bIntMatk,n; Magical attack power + n
bonus bMatkRate,n; Magical attack power + n%
bonus bEquipmentMatk,n; Weapon 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,n; 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,n; 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 n% physical damage
bonus bNoMagicDamage,n; Prevents from receiving n% magical effect (Attack, Healing, Support spells are all blocked)
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/100 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/100 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
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 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/10% 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/100 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/100 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
bonus 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.
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.
bonus2 bSPDrainValueRace,r,n; Heals +n SP 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.
bonus2 bHPGainRaceAttack,x,n; Heals n HP when attacking x Race on every hit
bonus2 bSPGainRaceAttack,x,n; Heals n SP when attacking x Race on every hit
bonus2 bSkillUseSPrate,s,x; Reduces SP consumption of skill s by x%. (supports skill names.)
bonus2 bSkillUseSP,s,x; Reduces SP consumption of skill s by x. (supports skill names.)
bonus2 bSkillCooldown,s,x; Increases cooldown of skill s by x milliseconds. (supports skill names.)
bonus bFixedCastrate,x; Increases fixed cast time of skills by x%.
bonus bVariableCastrate,x; Increases variable cast time of skills by x%.
bonus2 bSkillFixedCast,s,x; Increases fixed cast time of skill s by x milliseconds. (supports skill names.)
bonus2 bSkillVariableCast,s,x; Increases variable cast time of skill s by x milliseconds. (supports skill names.)
bonus2 bVariableCastrate,s,x; Increases variable cast time of skill s by x%. (supports skill names.)
|