//===== rAthena Documentation ================================ //= rAthena Item Bonuses List //===== By: ================================================== //= rAthena Dev Team //===== Last Updated: ======================================== //= 20151029 //===== Description: ========================================= //= List of script instructions used in item bonuses. //============================================================ Constants --------- This list contains all available constants referenced in the 'bonus' commands. * Status effect (eff) Eff_Bleeding, Eff_Blind, Eff_Burning, Eff_Confusion, Eff_Crystalize, Eff_Curse, Eff_DPoison, Eff_Fear, Eff_Freeze, Eff_Poison, Eff_Silence, Eff_Sleep, Eff_Stone, Eff_Stun, Eff_Freezing, Eff_Heat, Eff_Deepsleep, Eff_WhiteImprison, Eff_Hallucination * Element (e) Ele_Dark, Ele_Earth, Ele_Fire, Ele_Ghost, Ele_Holy, Ele_Neutral, Ele_Poison, Ele_Undead, Ele_Water, Ele_Wind, Ele_All * Race (r) RC_Angel, RC_Brute, RC_DemiHuman, RC_Demon, RC_Dragon, RC_Fish, RC_Formless, RC_Insect, RC_Plant, RC_Player_Human (RC_Player deprecated), RC_Player_Doram, RC_Undead, RC_All * Monster Race (mr) RC2_Goblin, RC2_Kobold, RC2_Orc, RC2_Golem, RC2_Guardian, RC2_Ninja, RC2_GVG, RC2_Battlefield, RC2_Treasure, RC2_BioLab, RC2_Manuk, RC2_Splendide, RC2_Scaraba, RC2_OGH_ATK_DEF, RC2_OGH_Hidden, RC2_Bio5_Swordman_Thief, RC2_Bio5_Acolyte_Merchant, RC2_Bio5_Mage_Archer, RC2_Bio5_MVP, RC2_Clocktower, RC2_Thanatos, RC2_Faceworm, RC2_Hearthunter, RC2_Rockridge, RC2_Werner_Lab, RC2_Temple_Demon, RC2_Illusion_Vampire, RC2_Malangdo, RC2_EP172ALPHA, RC2_EP172BETA, RC2_EP172BATH, RC2_Illusion_Turtle, RC2_Rachel_Sanctuary, RC2_Illusion_Luanda * Class (c) Class_Normal, Class_Boss, Class_Guardian, Class_All * Size (s) Size_Small, Size_Medium, Size_Large, Size_All * Trigger criteria (bf) BF_SHORT = Trigger on melee attacks BF_LONG = Trigger on ranged attacks (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) * Trigger criteria (atf) Effect target: (Default: Attacked target) ATF_SELF = Trigger effect on self ATF_TARGET = Trigger effect on target Attack range criteria: (Default: All attacks) ATF_SHORT = Trigger on melee attacks ATF_LONG = Trigger on ranged attacks Skill/attack type criteria: (Default: Physical/weapon) ATF_SKILL = Trigger on magic/misc skills ATF_WEAPON = Trigger on weapon skill / physical attacks ATF_MAGIC = Trigger on magic skills ATF_MISC = Trigger on misc skills * Other values: Skill (sk): see 'db/(pre-)re/skill_db.yml' (NOTE: Both skill IDs and names, in quotes, are supported.) Monster id (mid): see 'db/(pre-)re/mob_db.yml' Item id (iid): see 'db/item_db.yml' Item group (ig): see 'db/(pre-)re/item_group_db.yml' and the constants in 'src/map/script_constants.hpp', prefixed with IG_* Weapon type (w): see 'doc/item_db.txt' -> SubType Bonuses ------- The format of bonuses listed in this file is as follows: 1. Basic Bonuses 2. Extended Bonuses 3. Group-specific Bonuses 4. Status-related Bonuses 5. AutoSpell Bonuses 6. Misc Bonuses ==================== | 1. Basic Bonuses | ==================== Base stats ---------- 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 Trait Stats ----------- bonus bPow,n; POW + n bonus bSta,n; STA + n bonus bWis,n; WIS + n bonus bSpl,n; SPL + n bonus bCon,n; CON + n bonus bCrt,n; CRT + n bonus bAllTraitStats,n; POW + n, STA + n, WIS + n, SPL + n, CON + n, CRT + n HP/SP/AP ----- bonus bMaxHP,n; MaxHP + n bonus bMaxHPrate,n; MaxHP + n% bonus bMaxSP,n; MaxSP + n bonus bMaxSPrate,n; MaxSP + n% bonus bMaxAP,n; MaxAP + n bonus bMaxAPrate,n; MaxAP + n% Atk/Def ------- bonus bBaseAtk,n; Basic attack power + n bonus bAtk,n; ATK + n (unofficial) bonus bAtk2,n; ATK2 + n bonus bAtkRate,n; ATK + n% that won't interfere with Damage modifier and SC_EDP (renewal mode only) bonus bWeaponAtkRate,n; Weapon ATK + n% bonus bMatk,n; Magical attack power + n bonus bMatkRate,n; Magical attack power + n% bonus bWeaponMatkRate,n; Weapon Magical ATK + n% (renewal mode only) bonus bDef,n; Equipment DEF + n bonus bDefRate,n; Equipment DEF + n% bonus bDef2,n; VIT based DEF + n bonus bDef2Rate,n; VIT based DEF + n% bonus bMdef,n; Equipment MDEF + n bonus bMdefRate,n; Equipment MDEF + n% bonus bMdef2,n; INT based MDEF + n bonus bMdef2Rate,n; INT based MDEF + n% Additional stats ---------------- bonus bHit,n; Hit + n bonus bHitRate,n; Hit + n% bonus bCritical,n; Critical + n bonus bCriticalLong,n; Critical + n for normal long ranged attack (won't be shown in status window) bonus2 bCriticalAddRace,r,n; Critical + n against enemies of race r 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 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 bSpeedRate,n; Movement speed + n% (only the highest among all is applied, won't be stacked with SC_SPEEDUP0, SC_SPEEDUP1) bonus bSpeedAddRate,n; Movement speed + n% bonus bAspd,n; Attack speed + n bonus bAspdRate,n; Attack speed + n% bonus bAtkRange,n; Attack range + n bonus bAddMaxWeight,n; MaxWeight + n (in units of 0.1) bonus bPAtk,n; PAtk + n bonus bPAtkRate,n; PAtk + n% bonus bSMatk,n; SMatk + n bonus bSMatkRate,n; SMatk + n% bonus bRes,n; Res + n bonus bResRate,n; Res + n% bonus bMRes,n; MRes + n bonus bMResRate,n; MRes + n% bonus bHPlus,n; HPlus + n bonus bHPlusRate,n; HPlus + n% bonus bCRate,n; CRate + n bonus bCRateRate,n; CRate + n% ======================= | 2. Extended Bonuses | ======================= HP/SP ----- bonus bHPrecovRate,n; Natural HP recovery ratio + n% bonus bSPrecovRate,n; Natural SP recovery ratio + n% bonus2 bHPRegenRate,n,t; Gain n HP every t milliseconds bonus2 bHPLossRate,n,t; Lose n HP every t milliseconds bonus2 bSPRegenRate,n,t; Gain n SP every t milliseconds bonus2 bSPLossRate,n,t; Lose n SP every t milliseconds bonus2 bRegenPercentHP,n,t; Gain n% of max HP every t milliseconds bonus2 bRegenPercentSP,n,t; Gain n% of max SP every t milliseconds bonus bNoRegen,x; Stops HP or SP regeneration (x: 1=HP, 2=SP) bonus bUseSPrate,n; SP consumption + n% bonus2 bSkillUseSP,sk,n; Decreases SP consumption of skill sk by n bonus2 bSkillUseSPrate,sk,n; Decreases SP consumption of skill sk by n% Atk/Def ------- bonus2 bSkillAtk,sk,n; Increases damage of skill sk by n% bonus bShortAtkRate,n; Increases damage of short ranged attacks by n% bonus bLongAtkRate,n; Increases damage of long ranged attacks by n% bonus bCritAtkRate,n; Increases critical damage by +n% bonus bCritDefRate,n; Decreases critical damage received by n% bonus bCriticalDef,n; Decreases the chance of being hit by critical hits by n% bonus2 bWeaponAtk,w,n; Adds n ATK when weapon of type w is equipped bonus2 bWeaponDamageRate,w,n; Adds n% damage to normal attacks when weapon of type w is equipped 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 bNoWeaponDamage,n; Adds n% reduction to received physical damage bonus bNoMagicDamage,n; Adds n% reduction to received magical effect (attack, healing, support spells are all blocked) bonus bNoMiscDamage,n; Adds n% reduction to received misc damage Healing ------- bonus bHealPower,n; Increases heal amount of all heal skills by n% bonus bHealPower2,n; Increases heal amount if you are healed by any skills by n% bonus2 bSkillHeal,sk,n; Increases heal amount of skill sk by n% bonus2 bSkillHeal2,sk,n; Increases heal amount if you are healed by skill sk by n% bonus bAddItemHealRate,n; Increases HP recovered by n% for healing items bonus2 bAddItemHealRate,iid,n; Increases HP recovered by n% for item iid bonus2 bAddItemGroupHealRate,ig,n; Increases HP recovered by n% for items of item group ig bonus bAddItemSPHealRate,n; Increases SP recovered by n% for healing items bonus2 bAddItemSPHealRate,iid,n; Increases SP recovered by n% for item iid bonus2 bAddItemGroupSPHealRate,ig,n; Increases SP recovered by n% for items of item group ig Cast time/delay --------------- bonus bCastrate,n; Skill cast time rate + n%. (If RENEWAL_CAST is defined, this bonus is equal to bVariableCastrate) bonus2 bCastrate,sk,n; Adjust casting time of skill sk by n%.(If RENEWAL_CAST is defined, this bonus is equal to bVariableCastrate) bonus bFixedCastrate,n; Increases fixed cast time of all skills by n% (has effect in RENEWAL_CAST only) bonus2 bFixedCastrate,sk,n; Increases fixed cast time of skill sk by n% (has effect in RENEWAL_CAST only) bonus bVariableCastrate,n; Increases variable cast time of all skills by n%. (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate) bonus2 bVariableCastrate,sk,n; Increases variable cast time of skill sk by n% (If RENEWAL_CAST is NOT defined, this bonus is equal to bCastrate) bonus bFixedCast,t; Increases fixed cast time of all skills by t milliseconds (has effect in RENEWAL_CAST only) bonus2 bSkillFixedCast,sk,t; Increases fixed cast time of skill sk by t milliseconds (has effect in RENEWAL_CAST only) bonus bVariableCast,t; Increases variable cast time of all skills by t milliseconds bonus2 bSkillVariableCast,sk,t; Increases variable cast time of skill sk by t milliseconds bonus bNoCastCancel; Prevents casting from being interrupted when hit (does not work in GvG) bonus bNoCastCancel2; Prevents casting from being interrupted when hit (works even in GvG) bonus bDelayrate,n; Increases skill delay by n% bonus2 bSkillDelay,sk,t; Increases delay of skill sk by t milliseconds bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds ============================= | 3. Group-specific Bonuses | ============================= Damage modifiers ---------------- bonus2 bAddEle,e,x; +x% physical damage against element e bonus3 bAddEle,e,x,bf; +x% physical damage against element e with trigger criteria bf bonus2 bMagicAddEle,e,x; +x% magical damage against element e bonus2 bSubEle,e,x; +x% damage reduction against attack element e bonus3 bSubEle,e,x,bf; +x% damage reduction against attack element e with trigger criteria bf bonus2 bSubDefEle,e,x; +x% physical damage reduction from enemy with defense element e bonus2 bMagicSubDefEle,e,x; +x% magic damage reduction from enemy with defense element e bonus2 bAddRace,r,x; +x% physical damage against race r bonus2 bMagicAddRace,r,x; +x% magical damage against race r bonus2 bSubRace,r,x; +x% damage reduction against race r bonus3 bSubRace,r,x,bf; +x% damage reduction against race r with trigger criteria bf bonus2 bAddClass,c,x; +x% physical damage against class c bonus2 bMagicAddClass,c,x; +x% magical damage against class c bonus2 bSubClass,c,x; +x% damage reduction against class c bonus2 bAddSize,s,x; +x% physical damage against size s bonus2 bMagicAddSize,s,x; +x% magical damage against size s bonus2 bSubSize,s,x; +x% damage reduction against size s bonus2 bWeaponSubSize,s,x; +x% physical damage reduction against size s bonus2 bMagicSubSize,s,x; +x% magic damage reduction against size s bonus bNoSizeFix; Ignores the size modifier when calculating damage bonus2 bAddDamageClass,mid,x; +x% physical damage against monster mid bonus2 bAddMagicDamageClass,mid,x; +x% magical damage against monster mid NOTE: Against players, mid is the player's job id. LIMIT: Only 10 of these bonuses can be set. Those which exceed 10 are ignored. bonus2 bAddDefMonster,mid,x; +x% physical damage reduction against monster mid bonus2 bAddMDefMonster,mid,x; +x% magical damage reduction against monster mid NOTE: Against players, mid is the player's job id. bonus2 bAddRace2,mr,x; +x% damage against monster race mr bonus2 bSubRace2,mr,x; +x% damage reduction against monster race mr bonus2 bMagicAddRace2,mr,x; +x% magic damage against monster race mr bonus2 bSubSkill,sk,n; Reduces n% damage received from skill sk bonus bAbsorbDmgMaxHP,n; If the damage received is more than n% of Max HP, the damage received is [TotalDamage] - [n% of MaxHP] (Doesn't stack, will use the highest value) (Legacy rAthena behavior) bonus bAbsorbDmgMaxHP2,n; If the damage received is more than n% of Max HP, the damage received is reduced to n% of MaxHP (Doesn't stack, will use the highest value) (Official behavior) Atk/Def ------- bonus bAtkEle,e; Gives the player's attacks element e bonus bDefEle,e; Gives the player's defense element e bonus2 bMagicAtkEle,e,x; Increases damage of e element magic by x% bonus bDefRatioAtkRace,r; Deals more damage to enemies of race r with higher defense bonus bDefRatioAtkEle,e; Deals more damage to enemies of element e with higher defense bonus bDefRatioAtkClass,c; Deals more damage to enemies of class c with higher defense bonus4 bSetDefRace,r,n,t,y; Set DEF to y of an enemy of race r at n% for t milliseconds with normal attack bonus4 bSetMDefRace,r,n,t,y; Set MDEF to y of an enemy of race r at n% for t milliseconds with normal attack Ignore Def ---------- bonus bIgnoreDefEle,e; Disregard DEF against enemies of element e bonus bIgnoreDefRace,r; Disregard DEF against enemies of race r bonus bIgnoreDefClass,c; Disregard DEF against enemies of class c bonus bIgnoreMDefRace,r; Disregard MDEF against enemies of race r bonus2 bIgnoreDefRaceRate,r,n; Disregard n% of the target's DEF if the target belongs to race r bonus2 bIgnoreMdefRaceRate,r,n; Disregard n% of the target's MDEF if the target belongs to race r bonus2 bIgnoreMdefRace2Rate,mr,n; Disregard n% of the target's MDEF if the target belongs to monster race mr bonus bIgnoreMDefEle,e; Disregard MDEF against enemies of element e bonus2 bIgnoreDefClassRate,c,n; Disregard n% of the target's DEF if the target belongs to class c bonus2 bIgnoreMdefClassRate,c,n; Disregard n% of the target's MDEF if the target belongs to class c Ignore Res ---------- bonus2 bIgnoreResRaceRate,r,n; Disregard n% of the target's Res if the target belongs to race r bonus2 bIgnoreMResRaceRate,r,n; Disregard n% of the target's MRes if the target belongs to race r Experience ---------- bonus2 bExpAddRace,r,x; Increase exp gained by x% against enemies of race r bonus2 bExpAddClass,c,x; Increase exp gained by x% against enemies of class c ============================= | 4. Status-related Bonuses | ============================= bonus2 bAddEff,eff,n; Adds a n/100% chance to cause status eff on the target when attacking bonus2 bAddEff2,eff,n; Adds a n/100% chance to cause status eff on self when attacking bonus2 bAddEffWhenHit,eff,n; Adds a n/100% chance to cause status eff on the enemy when being hit by physical damage bonus2 bResEff,eff,n; Adds a n/100% tolerance to status eff bonus3 bAddEff,eff,n,atf; Adds a n/100% chance to cause status eff on the target when attacking bonus4 bAddEff,eff,n,atf,t; Adds a n/100% chance to cause status eff for t milliseconds on the target when attacking bonus3 bAddEffWhenHit,eff,n,atf; Adds a n/100% chance to cause status eff on the target when being hit by physical damage bonus4 bAddEffWhenHit,eff,n,atf,t; Adds a n/100% chance to cause status eff for t milliseconds on the target when being hit by physical damage atf is the trigger criteria: Effect target: (Default: Attacked target) ATF_SELF = trigger effect on self ATF_TARGET = trigger effect on target Attack range criteria: (Default: All attacks) ATF_SHORT = trigger on melee attacks ATF_LONG = trigger on ranged attacks Skill/attack type criteria: (Default: Physical/weapon) ATF_SKILL = trigger on magic/misc skills ATF_WEAPON = trigger on weapon skill / physical attacks ATF_MAGIC = trigger on magic skills ATF_MISC = trigger on misc skills bonus3 bAddEffOnSkill,sk,eff,n; Adds a n/100% chance to cause status eff on enemy when using skill sk bonus4 bAddEffOnSkill,sk,eff,n,atf; Adds a n/100% chance to cause status eff on the target when using skill sk bonus5 bAddEffOnSkill,sk,eff,n,atf,t; Adds a n/100% chance to cause status eff for t milliseconds on the target when using skill sk atf is the trigger criteria: ATF_SELF = trigger effect on self ATF_TARGET = trigger effect on target bonus2 bComaClass,c,n; Adds a n/100% chance to cause Coma when attacking a target of class c (regardless the type of attack) bonus2 bComaRace,r,n; Adds a n/100% chance to cause Coma when attacking a target of race r (regardless the type of attack) bonus2 bWeaponComaEle,e,n; Adds a n/100% chance to cause Coma when attacking a target of element e with a normal attack bonus2 bWeaponComaClass,c,n; Adds a n/100% chance to cause Coma when attacking a target of class c with a normal attack bonus2 bWeaponComaRace,r,n; Adds a n/100% chance to cause Coma when attacking a target of race r with a normal attack ======================== | 5. AutoSpell Bonuses | ======================== NOTES: - For all AutoSpell bonuses, target does not have be within the spell's range to go off. -- Enable conf/battle/battle.conf::autospell_check_range to force a range check. - By default, AutoSpell skills are casted on target unless it is a self or support skill (inf = 4/16). bonus3 bAutoSpell,sk,y,n; Adds a n/10% chance to cast skill sk of level y when attacking bonus3 bAutoSpellWhenHit,sk,y,n; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack bonus4 bAutoSpell,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when attacking bonus5 bAutoSpell,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bf bonus4 bAutoSpellWhenHit,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack bonus5 bAutoSpellWhenHit,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bf i provides additional options (bitfield): &0 = cast on self &1 = cast on enemy &2 = use random skill level in [1..y] &3 = 1+2 (random level on enemy) bonus4 bAutoSpellOnSkill,sk,x,y,n; Adds a n/10% chance to autospell skill x at level y when using skill sk bonus5 bAutoSpellOnSkill,sk,x,y,n,i; Adds a n/10% chance to autospell skill x at level y when using skill sk i provides additional options (bitfield): &1 = forces the skill to be casted on self, rather than on the target of skill sk &2 = random skill level in [1..y] is chosen =================== | 6. Misc Bonuses | =================== HP/SP drain ----------- bonus bHPDrainValue,n; Heals +n HP with a normal attack bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack bonus2 bHpDrainValueClass,c,n; Heals +n HP when attacking a monster of class c with normal attack bonus bSPDrainValue,n; Heals +n SP with a normal attack bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack bonus2 bSpDrainValueClass,c,n; Heals +n SP when attacking a monster of class c with normal attack bonus2 bHPDrainRate,x,n; Adds a x/10% chance to drain n% HP from inflicted damage when attacking bonus2 bSPDrainRate,x,n; Adds a x/10% chance to drain n% SP from inflicted damage when attacking HP/SP vanish ------------ bonus2 bHPVanishRate,x,n; Add a x/10% chance of decreasing enemy's HP amount by n% with a normal attack bonus3 bHPVanishRaceRate,r,x,n; Add a x/10% chance of decreasing enemy's HP amount by n% when attacking, depends on enemy race r bonus3 bHPVanishRate,x,n,bf; Add a x/10% chance of decreasing enemy's HP amount by n% when attacking with trigger criteria bf bonus2 bSPVanishRate,x,n; Add a x/10% chance of decreasing enemy's SP amount by n% with a normal attack bonus3 bSPVanishRaceRate,r,x,n; Add a x/10% chance of decreasing enemy's SP amount by n% when attacking, depends on enemy race r bonus3 bSPVanishRate,x,n,bf; Add a x/10% chance of decreasing enemy's SP amount by n% when attacking with trigger criteria bf bonus3 bStateNoRecoverRace,r,x,t; Set a no recovery state of an enemy of race r at x/100% for t milliseconds with normal attack. HP/SP gain ------------ bonus bHPGainValue,n; Heals +n HP when killing an enemy with a melee-physical attack bonus bSPGainValue,n; Heals +n SP when killing an enemy with a melee-physical attack bonus2 bSPGainRace,r,n; Heals +n SP when killing an enemy of race r with a melee-physical attack bonus bLongHPGainValue,n; Heals +n HP when killing an enemy with a range-physical attack bonus bLongSPGainValue,n; Heals +n SP when killing an enemy with a range-physical attack bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with a magical attack bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with a magical attack Damage return ------------- 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 bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it bonus bReduceDamageReturn,n; Reduces reflected damage (melee/ranged/magic) by n% Strip/Break equipment --------------------- bonus bUnstripableWeapon; Weapon cannot be taken off via Strip skills bonus bUnstripableArmor; Armor cannot be taken off via Strip skills bonus bUnstripableHelm; Helm cannot be taken off via Strip skills bonus bUnstripableShield; Shield cannot be taken off via Strip skills bonus bUnstripable; All equipment cannot be taken off via strip skills bonus bUnbreakableGarment; Garment cannot be damaged/broken by any means bonus bUnbreakableWeapon; Weapon cannot be damaged/broken by any means bonus bUnbreakableArmor; Armor cannot be damaged/broken by any means bonus bUnbreakableHelm; Helm cannot be damaged/broken by any means bonus bUnbreakableShield; Shield cannot be damaged/broken by any means bonus bUnbreakableShoes; Shoes cannot be damaged/broken by any means bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n% 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) Monster drops ------------- bonus2 bDropAddRace,r,x; Adds x% to player's drop rate when killing a monster with race r. bonus2 bDropAddClass,c,x; Adds x% to player's drop rate when killing a monster with class c. bonus3 bAddMonsterIdDropItem,iid,mid,n; Adds a n/100% chance of dropping item iid when killing monster mid bonus2 bAddMonsterDropItem,iid,n; Adds a n/100% chance for item iid to be dropped when killing a monster bonus3 bAddMonsterDropItem,iid,r,n; Adds a n/100% chance for item iid to be dropped when killing a monster of race r bonus3 bAddClassDropItem,iid,c,n; Adds a n/100% chance for item iid to be dropped when killing a monster of class c bonus2 bAddMonsterDropItemGroup,ig,n; Adds a n/100% chance to get an item of group type ig when killing a monster bonus3 bAddMonsterDropItemGroup,ig,r,n; Adds a n/100% chance to get an item of group type ig when killing a monster of race r bonus3 bAddClassDropItemGroup,ig,c,n; Adds a n/100% chance to get an item of group type ig when killing a monster of class c NOTE: If 'x' is negative value, then it's a part of formula: chance = -n*(killed_mob_level/10)+1 LIMIT: Only 10 of these bonuses can be set. Those which exceed 10 are ignored. bonus2 bGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when killing a monster (only the highest among all is applied) bonus2 bAddGetZenyNum,x,n; Adds a n% chance of gaining 1~x zeny when killing a monster NOTE: If n < 0, the max zeny to gain is -x*monster level. Misc effects ------------ 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 bSplashRange,n; Splash attack radius + n (only the highest among all is applied) bonus bSplashAddRange,n; Splash attack radius + n NOTE: n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc. bonus2 bAddSkillBlow,sk,n; Knock back the target by n cells when using skill sk bonus bNoKnockback; Character is no longer knocked back by enemy skills with such effect bonus bNoGemStone; Skills requiring Gemstones do not require them NOTE: Hocus Pocus still requires 1 Yellow Gemstone, Ganbantein requirements not reduced bonus bIntravision; Always see Hiding and Cloaking players/mobs bonus bPerfectHide; Hidden/cloaked character is no longer detected by monsters with 'detector' mode bonus bRestartFullRecover; When reviving, HP and SP are fully healed bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack bonus bAddStealRate,n; Increases success rate of Steal skill by n/100% bonus bNoMadoFuel; Nullify Magic Gear Fuel requirement for skills. bonus bNoWalkDelay; Give infinite Endure.