> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/effect.md).

# Effect

<mark style="color:green;">GameServer effect configuration (buffs and debuffs) — what each seal, scroll, elixir, talisman, or skill effect grants, its duration, and how it stacks with or replaces another.</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted Values ​​</th><th>Description</th></tr></thead><tbody><tr><td>Index</td><td>Fixed number, one per effect</td><td>Identifies the effect internally. <strong>Must not be changed</strong> for existing rows (see notes).</td></tr><tr><td>Group</td><td>Number</td><td>Effects with the same <code>Group</code> are mutually exclusive: activating one replaces the one previously active in the same group.</td></tr><tr><td>ItemIndex</td><td>Item number, or <code>*</code></td><td>Item that activates this effect when used. <code>*</code> = the effect does not originate from an item (skill, event, system state, etc.).</td></tr><tr><td>Name</td><td>Text in quotes</td><td>Internal effect name, for editor reference only — does not appear to the player.</td></tr><tr><td>Save</td><td><code>0</code> or <code>1</code></td><td><code>1</code> = the effect remains active after the character logs out and logs back in. <code>0</code> = the effect is lost upon logging out.</td></tr><tr><td>Type</td><td><code>0</code>, <code>1</code>, or <code>2</code></td><td>How the duration (<code>Count</code>) is tracked. <code>0</code> or <code>1</code>: counts in seconds only while the character is online. <code>2</code>: counts in real-time, even while the character is offline (e.g., Seals).</td></tr><tr><td>Flag</td><td><code>0</code> or <code>1</code></td><td><code>1</code> marks the effect as a debuff, removable via a debuff cleanse. <code>0</code> = normal buff.</td></tr><tr><td>Count</td><td>Number in seconds, or <code>*</code></td><td>Effect duration. <code>*</code> = no specific duration (remains active as long as the triggering condition persists, e.g., event/GM state).</td></tr><tr><td>Value1 – Value4</td><td>Number, or <code>*</code></td><td>Numeric effect values ​​(damage, defense, HP, etc., granted by the effect) — the specific meaning varies by effect. <code>*</code> = this column is not used by this effect.</td></tr><tr><td>Replace</td><td><code>0</code> or <code>1</code></td><td><code>1</code> = using it again always replaces the current effect in the same group. <code>0</code> = replaces only if the new values ​​are greater than or equal to the current ones.</td></tr><tr><td>Accumulate</td><td><code>0</code> or <code>1</code></td><td><code>1</code> = using it again adds the duration and values ​​to the effect from the same group that is already active, instead of replacing it.</td></tr></tbody></table>

### <mark style="color:yellow;">Notes</mark>

* Each existing `Index` is linked to a specific server-side function—the bonus granted by the effect is implemented internally on a case-by-case basis. For existing rows, it is safe to edit only `Name`, `Save`, `Type`, `Flag`, `Count`, `Value1`–`Value4`, `Replace`, `Accumulate`, and `ItemIndex`. Creating a new row with an `Index` that lacks a corresponding server-side function grants no bonus; it simply appears as an effect icon with no actual effect.
* The `Name` field serves merely as a label for the person editing the file; the game never displays this text to the player.
