// Pre-renewal Version
//
// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...
//
// IMPORTANT: changing the number of upgrade levels requires modifying MAX_REFINE in status.h
//
// For armors, values of 100 add 1 armor defense.
// For weapons, values of 100 add 1 ATK.
//
// Type:
// 0 - Armors
// 1 - Level 1 weapons
// 2 - Level 2 weapons
// 3 - Level 3 weapons
// 4 - Level 4 weapons
//
// Stats per level:
// This value is applied for every upgrade level.
//
// Random bonus start level:
// This value specifies the start point for those levels that give a random bonus value.
//
// Random bonus value:
// A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past
// Random bonus start level (usually the first unsafe upgrade). This is only applied for weapons, and not displayed client-side.
//
// Chance:
// 100 = 100%
// Armors
0,66,0,0,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0
// Level 1 weapons
1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0
// Level 2 weapons
2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0
// Level 3 weapons
3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0
// Level 4 weapons
4,700,5,1300,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0