> 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/gameserver/data/skill.md).

# 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

| Key                                         | What it is                                                                                            |
| ------------------------------------------- | ----------------------------------------------------------------------------------------------------- |
| 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

| Key               | What it is                                                                                  |
| ----------------- | ------------------------------------------------------------------------------------------- |
| 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

| Key                     | What it is                                   |
| ----------------------- | -------------------------------------------- |
| HealConstA / HealConstB | Health healed: `ConstA + (Energy ÷ ConstB)`. |

### Greater Defense

| Key                                         | What it is                                   |
| ------------------------------------------- | -------------------------------------------- |
| GreaterDefenseConstA / GreaterDefenseConstB | Defense bonus: `ConstA + (Energy ÷ ConstB)`. |
| GreaterDefenseRateDW – GreaterDefenseRateRF | Final bonus % applied per class.             |
| GreaterDefenseTimeConstA                    | Duration of the buff, in seconds (fixed).    |

### Greater Damage

| Key                                       | What it is                                  |
| ----------------------------------------- | ------------------------------------------- |
| GreaterDamageConstA / GreaterDamageConstB | Damage bonus: `ConstA + (Energy ÷ ConstB)`. |
| GreaterDamageRateDW – GreaterDamageRateRF | Final bonus % applied per class.            |
| GreaterDamageTimeConstA                   | Duration of the buff, in seconds (fixed).   |

### Summon Monster

| Key                             | What it is                                                                      |
| ------------------------------- | ------------------------------------------------------------------------------- |
| SummonMonster1 – SummonMonster7 | Monster class summoned by each level/variant of the Summon Monster skill (Elf). |

### Greater Life

| Key                                   | What it is                                                            |
| ------------------------------------- | --------------------------------------------------------------------- |
| 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

| Key                      | What it is                                        |
| ------------------------ | ------------------------------------------------- |
| FireSlashConstA / ConstB | Burn effect damage: `ConstA + (Strength÷ConstB)`. |
| FireSlashTimeConstA      | Burn duration, in seconds (fixed).                |
| FireSlashMaxRate         | Maximum cap for burn damage.                      |

### Greater Critical Damage

| Key                                          | What it is                                                   |
| -------------------------------------------- | ------------------------------------------------------------ |
| GreaterCriticalDamageConstA / ConstB         | Critical damage bonus: `(Energy÷ConstA) + (Command÷ConstB)`. |
| GreaterCriticalDamageTimeConstA / TimeConstB | Duration: `TimeConstA + (Energy÷TimeConstB)`, in seconds.    |

### Stern

| Key             | What it is                                                                                              |
| --------------- | ------------------------------------------------------------------------------------------------------- |
| SternTimeConstA | Duration of Stern's area-of-effect stun, in seconds. Only works on the Castle Siege/Land of Trials map. |

### Greater Mana

| Key                   | What it is                                             |
| --------------------- | ------------------------------------------------------ |
| 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

| Key                    | What it is                            |
| ---------------------- | ------------------------------------- |
| InvisibilityTimeConstA | Duration of invisibility, in seconds. |

Exclusive skill for Castle Siege/Land of Trials.

### Brand

| Key             | What it is                                        |
| --------------- | ------------------------------------------------- |
| BrandTimeConstA | Duration of the brand (guild debuff), in seconds. |

Exclusive skill for Castle Siege/Land of Trials.

### Infiniti Arrow (buff)

| Key                     | What it is                                       |
| ----------------------- | ------------------------------------------------ |
| InfinityArrowTimeConstA | Duration of the infinite arrow buff, in seconds. |

### Magic Damage Immunity

| Key                           | What it is                                        |
| ----------------------------- | ------------------------------------------------- |
| MagicDamageImmunityTimeConstA | Duration of immunity to magic damage, in seconds. |

### Physi Damage Immunity

| Key                           | What it is                                           |
| ----------------------------- | ---------------------------------------------------- |
| PhysiDamageImmunityTimeConstA | Duration of immunity to physical damage, in seconds. |

### Drain Life

| Key             | What it is                                                       |
| --------------- | ---------------------------------------------------------------- |
| DrainLifeConstA | % of hit damage converted into health recovered by the attacker. |
| DrainLifeConstB | Energy divisor (+bonus) added to recovered health.               |

### Reflect Damage

| Key                                       | What it is                                                |
| ----------------------------------------- | --------------------------------------------------------- |
| 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

| Key                               | What it is                                                                       |
| --------------------------------- | -------------------------------------------------------------------------------- |
| 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

| Key                          | What it is                                                                                 |
| ---------------------------- | ------------------------------------------------------------------------------------------ |
| 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

| Key                                  | What it is                                                       |
| ------------------------------------ | ---------------------------------------------------------------- |
| 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

| Key                                 | What it is                                                       |
| ----------------------------------- | ---------------------------------------------------------------- |
| 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

| Key            | What it is                                                |
| -------------- | --------------------------------------------------------- |
| SahamuttConstA | % applied to the base strike damage of the Sahamut skill. |

### Neil

| Key        | What it is                                             |
| ---------- | ------------------------------------------------------ |
| NeilConstA | % applied to the base strike damage of the Neil skill. |

### Magic Circle

| Key                   | What it is                                                                             |
| --------------------- | -------------------------------------------------------------------------------------- |
| 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

| Key                 | What it is                                                               |
| ------------------- | ------------------------------------------------------------------------ |
| ShieldRecoverConstA | Multiplied by the skill level (+1) to compose the recovered Shield (BP). |
| ShieldRecoverConstB | Energy divisor (+bonus) added to the recovered Shield.                   |

### Dragon Slayer

| Key                         | What it is                                                                                   |
| --------------------------- | -------------------------------------------------------------------------------------------- |
| 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

| Key                                             | What it is                                                |
| ----------------------------------------------- | --------------------------------------------------------- |
| GreaterIgnoreDefenseRateConstA / ConstB         | Target's defense % ignored: `ConstA + (Energy÷ConstB)`.   |
| GreaterIgnoreDefenseRateTimeConstA / TimeConstB | Duration: `TimeConstA + (Energy÷TimeConstB)`, in seconds. |

### Fitness

| Key                            | What it is                                                |
| ------------------------------ | --------------------------------------------------------- |
| FitnessConstA / ConstB         | Value of Fitness bonus: `ConstA + (Energy÷ConstB)`.       |
| FitnessTimeConstA / TimeConstB | Duration: `TimeConstA + (Energy÷TimeConstB)`, in seconds. |

### Greater Defense Success Rate

| Key                                              | What it is                                                |
| ------------------------------------------------ | --------------------------------------------------------- |
| GreaterDefenseSuccessRateConstA / ConstB         | Defense success rate bonus: `ConstA + (Energy÷ConstB)`.   |
| GreaterDefenseSuccessRateTimeConstA / TimeConstB | Duration: `TimeConstA + (Energy÷TimeConstB)`, in seconds. |

### Party Heal

| Key                               | What it is                                                        |
| --------------------------------- | ----------------------------------------------------------------- |
| PartyHealConstA / PartyHealConstB | Health restored to each party member: `ConstA + (Energy÷ConstB)`. |

### Bless

| Key             | What it is                                                |
| --------------- | --------------------------------------------------------- |
| BlessConstA     | Energy divisor (+bonus) that yields the Bless buff value. |
| BlessTimeConstA | Duration of the buff, in seconds.                         |

### Blind

| Key                  | What it is                                                          |
| -------------------- | ------------------------------------------------------------------- |
| 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)

| Key               | What it is                                                 |
| ----------------- | ---------------------------------------------------------- |
| EarthPrisonConstA | Chance (%) to bind the target upon hitting with the skill. |

### Iron Defense

| Key                   | What it is                                                      |
| --------------------- | --------------------------------------------------------------- |
| 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

| Key                    | What it is                                                                                 |
| ---------------------- | ------------------------------------------------------------------------------------------ |
| 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

| Key                  | What it is                                                                                                                                                                    |
| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 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

| Key               | What it is                                                                             |
| ----------------- | -------------------------------------------------------------------------------------- |
| IceArrowSkillTime | Duration, in seconds, of the slowness/freeze effect caused by Ice Arrow. Default: `7`. |

### Teleport

| Key                        | What it is                                                                                                                                                                           |
| -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 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

| Key                                                                                                                                                                                                              | What it is                                                                                                                                            |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| 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

| Key                  | What it is                                                                                                                                                                          |
| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 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

| Key                        | What it is                                                                                                   |
| -------------------------- | ------------------------------------------------------------------------------------------------------------ |
| 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 by `ConstB`/`ConstC`/`ConstD`), occasionally restricted by a `MaxRate`, and ultimately multiplied by the target's class effectiveness percentage (`RateDW`...`RateRF`) if that column is present.
* The `RateDW`–`RateRF` columns (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.
* `InfinityArrowConsume` is 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.
