📑Skill
GameServerInfo - Skill.dat
Constants for formulas determining the strength, duration, and success rate of each buff/debuff skill in the game — one block per skill.
Mana Shield
ManaShieldConstA
Fixed part of the damage absorption % for Mana Shield.
ManaShieldConstB
Agility divisor (+bonus) in the absorption % formula.
ManaShieldConstC
Energy divisor (+bonus) in the absorption % formula.
ManaShieldRateDW – ManaShieldRateRF
Final Mana Shield effectiveness % for each class (100 = same as calculated value; lower = reduced).
ManaShieldTimeConstA / ManaShieldTimeConstB
Mana Shield duration: TimeConstA + (Energy ÷ TimeConstB), in seconds.
ManaShieldMaxRate
Maximum cap for the absorption %, before applying the class Rate.
Formula: % absorbed = minimum(ConstA + (Agility÷ConstB) + (Energy÷ConstC), MaxRate) × class Rate ÷ 100.
Defense
DefenseConstA
Damage reduction % while the Defense skill effect is active.
DefenseTimeConstA
Seconds the reduction lasts after activation (when using the skill with a shield equipped).
Heal
HealConstA / HealConstB
Health healed: ConstA + (Energy ÷ ConstB).
Greater Defense
GreaterDefenseConstA / GreaterDefenseConstB
Defense bonus: ConstA + (Energy ÷ ConstB).
GreaterDefenseRateDW – GreaterDefenseRateRF
Final bonus % applied per class.
GreaterDefenseTimeConstA
Duration of the buff, in seconds (fixed).
Greater Damage
GreaterDamageConstA / GreaterDamageConstB
Damage bonus: ConstA + (Energy ÷ ConstB).
GreaterDamageRateDW – GreaterDamageRateRF
Final bonus % applied per class.
GreaterDamageTimeConstA
Duration of the buff, in seconds (fixed).
Summon Monster
SummonMonster1 – SummonMonster7
Monster class summoned by each level/variant of the Summon Monster skill (Elf).
Greater Life
GreaterLifeConstA / ConstB / ConstC
Extra maximum health: ConstA + (Vitality÷ConstB) + (Energy÷ConstC).
GreaterLifeRateDW – GreaterLifeRateRF
Final bonus % applied per class.
GreaterLifeTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
GreaterLifeMaxRate
Maximum cap for the health bonus, before the class Rate.
Fire Slash
FireSlashConstA / ConstB
Burn effect damage: ConstA + (Strength÷ConstB).
FireSlashTimeConstA
Burn duration, in seconds (fixed).
FireSlashMaxRate
Maximum cap for burn damage.
Greater Critical Damage
GreaterCriticalDamageConstA / ConstB
Critical damage bonus: (Energy÷ConstA) + (Command÷ConstB).
GreaterCriticalDamageTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
Stern
SternTimeConstA
Duration of Stern's area-of-effect stun, in seconds. Only works on the Castle Siege/Land of Trials map.
Greater Mana
GreaterManaConstA
Fixed value of the mana bonus granted by Greater Mana.
GreaterManaTimeConstA
Duration of the buff, in seconds.
Exclusive skill for Castle Siege/Land of Trials (Lord applies it to themselves and nearby guild members).
Invisibility
InvisibilityTimeConstA
Duration of invisibility, in seconds.
Exclusive skill for Castle Siege/Land of Trials.
Brand
BrandTimeConstA
Duration of the brand (guild debuff), in seconds.
Exclusive skill for Castle Siege/Land of Trials.
Infiniti Arrow (buff)
InfinityArrowTimeConstA
Duration of the infinite arrow buff, in seconds.
Magic Damage Immunity
MagicDamageImmunityTimeConstA
Duration of immunity to magic damage, in seconds.
Physi Damage Immunity
PhysiDamageImmunityTimeConstA
Duration of immunity to physical damage, in seconds.
Drain Life
DrainLifeConstA
% of hit damage converted into health recovered by the attacker.
DrainLifeConstB
Energy divisor (+bonus) added to recovered health.
Reflect Damage
ReflectDamageConstA / ConstB
% of reflected damage: ConstA + (Energy÷ConstB).
ReflectDamageRateDW – ReflectDamageRateRF
Final value % applied per class.
ReflectDamageTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
ReflectDamageMaxRate
Maximum cap for the reflected %, before the class Rate.
Sword Power
SwordPowerConstA
Energy divisor (+bonus) that yields the physical/magic bonus damage %.
SwordPowerConstB
Used in reducing the target's defense % (minimum of 10%, even with high Energy).
SwordPowerTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
SwordPowerMaxRate
Maximum cap for both bonus damage % and defense reduction %.
Sleep
SleepConstA / ConstB
Hit chance (%): ConstA + (Energy÷ConstB), plus the success bonus from the equipped book.
SleepTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
SleepMaxTime
Maximum cap for sleep duration.
Targets with Iron Defense active are immune to Sleep.
Lesser Defense
LesserDefenseConstA / ConstB
Hit chance (%): ConstA + (Energy÷ConstB), plus the book bonus.
LesserDefenseConstC / ConstD
Target's defense reduction: ConstC + (Energy÷ConstD).
LesserDefenseTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
LesserDefenseMaxRate
Maximum cap for defense reduction.
Lesser Damage
LesserDamageConstA / ConstB
Hit chance (%): ConstA + (Energy÷ConstB), plus the book bonus.
LesserDamageConstC / ConstD
Target's damage reduction: ConstC + (Energy÷ConstD).
LesserDamageTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
LesserDamageMaxRate
Maximum cap for damage reduction.
Sahamut
SahamuttConstA
% applied to the base strike damage of the Sahamut skill.
Neil
NeilConstA
% applied to the base strike damage of the Neil skill.
Magic Circle
MagicCircleConstA
% applied to the base minimum magic damage, added to Magic Circle's continuous effect.
MagicCircleTimeConstA
Duration of the effect, in seconds (fixed).
Shield Recover
ShieldRecoverConstA
Multiplied by the skill level (+1) to compose the recovered Shield (BP).
ShieldRecoverConstB
Energy divisor (+bonus) added to the recovered Shield.
Dragon Slayer
DragonSlayerConstA / ConstB
Chance (%) to trigger the extra Shield bypass effect: ConstA + (Energy÷ConstB).
DragonSlayerConstC / ConstD
% of target's maximum Shield destroyed when the effect triggers: ConstC + (Energy÷ConstD).
DragonSlayerMaxRate
Maximum cap for the % of Shield destroyed.
Greater Ignore Defense Rate
GreaterIgnoreDefenseRateConstA / ConstB
Target's defense % ignored: ConstA + (Energy÷ConstB).
GreaterIgnoreDefenseRateTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
Fitness
FitnessConstA / ConstB
Value of Fitness bonus: ConstA + (Energy÷ConstB).
FitnessTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
Greater Defense Success Rate
GreaterDefenseSuccessRateConstA / ConstB
Defense success rate bonus: ConstA + (Energy÷ConstB).
GreaterDefenseSuccessRateTimeConstA / TimeConstB
Duration: TimeConstA + (Energy÷TimeConstB), in seconds.
Party Heal
PartyHealConstA / PartyHealConstB
Health restored to each party member: ConstA + (Energy÷ConstB).
Bless
BlessConstA
Energy divisor (+bonus) that yields the Bless buff value.
BlessTimeConstA
Duration of the buff, in seconds.
Blind
BlindConstA / ConstB
Hit chance (%): ConstA + (Energy÷ConstB).
BlindConstC
Value of the applied blind effect (reduction of target's accuracy).
BlindTimeConstA
Duration of the effect, in seconds.
Targets with Iron Defense active are immune to Blind.
Earth (Earth Prison)
EarthPrisonConstA
Chance (%) to bind the target upon hitting with the skill.
Iron Defense
IronDefenseConstA
Value of the defense bonus from Iron Defense.
IronDefenseConstB
Value of the ignore-defense resistance bonus from Iron Defense.
IronDefenseTimeConstA
Duration of the buff, in seconds.
While active, makes the character immune to Sleep and Blind.
Blood Howling
BloodHowlingConstA
Chance (%), during each physical attack while the buff is active, to trigger an extra hit.
BloodHowlingConstB
Fixed damage of the extra hit.
BloodHowlingTimeConstA
Duration of the buff, in seconds.
The extra hit does not trigger against a target with Iron Defense active.
Infinity Arrow Consume
InfinityArrowConsume
0 = Elf's arrows are consumed normally (except during the Infinite Arrow buff). 1 = arrows are never consumed for any Elf, at all times — independent of the buff status.
Ice Arrow
IceArrowSkillTime
Duration, in seconds, of the slowness/freeze effect caused by Ice Arrow. Default: 7.
Teleport
DisableTeleportImmobilized
1 = a character under the effect of Ice Arrow (immobilized) has their teleport canceled and is kept in their current position. 0 = can teleport normally even while immobilized.
Skill Monster Summon
Monster_161_Summon_Enable, Monster_181_Summon_Enable, Monster_189_Summon_Enable, Monster_197_Summon_Enable, Monster_267_Summon_Enable, Monster_275_Summon_Enable, Monster_338_Summon_Enable
1 = characters of this class (161/181/189/197/267/275/338) can automatically summon a helper monster when attacking. 0 = disabled for that class.
Monster_161_Monster_1 / _Monster_2 (and same for 181/189/197/267/275/338)
The two possible monster classes that can be summoned (50/50 draw) for each character class.
The summoning itself has an additional random chance to fail (about 1 out of 10 attempts fails, regardless of the settings above).
Attack During The Use Of Teleport
EnableTeleportAttack
0 = it is not possible to attack (nor be targeted by attacks) while the Teleport skill movement is still in progress. 1 = allows attacking/being attacked during that interval.
Plasma Storm Skill Effect
PlasmaStormAddEffectNumber
Number of an extra effect applied to the target upon being hit by Plasma Storm. -1 = no extra effect.
PlasmaStormAddEffectTime
Duration of the extra effect, in seconds.
PlasmaStormBreakItems
1 = Plasma Storm can damage/break a random item equipped by the target (player vs player). 0 = disabled.
Notes
For nearly every buff skill, the final value follows the same logic: a fixed base (
ConstA) plus an attribute-driven bonus (usually Energy, divided byConstB/ConstC/ConstD), occasionally restricted by aMaxRate, and ultimately multiplied by the target's class effectiveness percentage (RateDW...RateRF) if that column is present.The
RateDW–RateRFcolumns (one per class: DW, DK, FE, MG, DL, SU, RF) do not alter the calculated value for the skill caster — instead, they scale the final effectiveness received by the target of the buff.The Greater Mana, Invisibility, Brand, and Stern skills only function on Castle Siege/Land of Trials maps — on any other map, they are completely ignored even if a player attempts to use them.
InfinityArrowConsumeis somewhat misleadingly named: it does not govern the actual "Infinite Arrow" buff itself (which inherently grants infinite ammunition on its own). Instead, it acts as a standalone global switch that, when enabled, completely turns off arrow consumption for every Elf on the server permanently.
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