List of script used in item bonus

Athena Doc by Developers
skill i,n; Gives skill #i at level n (supports skill names)
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
bonus bMaxHP,n; MaxHP + n
bonus bMaxSP,n; MaxSP + n
bonus bMaxHPrate,n; MaxHP + n%
bonus bMaxSPrate,n; MaxSP + n%
bonus bAtk,n; ATK + n
bonus bAtk2,n; ATK2 + n
bonus bAtkRate,n; Attack power + n%
bonus bBaseAtk,n; Basic attack power + n
bonus bMatk,n; Magical attack power + n
bonus bMatkRate,n; Magical attack power + n%
bonus bWeaponMatk,n; Weapon magical attack power + n
bonus bDef,n; Equipment DEF + n
bonus bDef2,n; VIT based DEF + n
bonus bDefRate,n; Equipment DEF + n%
bonus bDef2Rate,n; VIT based DEF + n%
bonus bMdef,n; Equipment MDEF + n
bonus bMdef2,n; INT based MDEF + n
bonus bMdefRate,n; Equipment MDEF + n%
bonus bMdef2Rate,n; INT based MDEF + n%
bonus bHit,n; Hit + n
bonus bHitRate,n; Hit + n%
bonus bCritical,n; Critical + n
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 bSpeedRate,n; Moving speed + n% (only the highest among all is applied)
bonus bSpeedAddRate,n; Moving speed + n%
bonus bAspd,n; Attack speed + n
bonus bAspdRate,n; Attack speed + n%
bonus bAtkRange,n; Attack range + n
bonus bCastrate,n; Skill casting time rate + n%
bonus bUseSPrate,n; SP consumption + n%
bonus bHPrecovRate,n; Natural HP recovery ratio + n%
bonus bSPrecovRate,n; Natural SP recovery ratio + n%
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 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 bCriticalDef,n; Critical ? and others the trap it is, probability + n%
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 bIgnoreDefRace,n; Disregard DEF against enemies of race n
n:  0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n
n:  0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) :
n:  0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bAtkEle,n; Gives the player's attacks element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bDefEle,n; Gives the player's defense element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
Only the highest among all is applied
bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc)
bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless)
bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless)
bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless)
bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless)
bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless)
bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless)
bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless)
bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)
bonus bHealPower,n; Increase heal amount of all heal skills by n%
bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
bonus2 bAddSize,n,x; +x% physical damage against size n.
n: 0=Small  1=Medium  2=Large
bonus2 bMagicAddSize,n,x; +x% magical damage against size n.
n: 0=Small  1=Medium  2=Large
bonus2 bSubSize,n,x; x% Damage reduction against size n.
n: 0=Small  1=Medium  2=Large
bonus2 bAddRace,n,x; +x% physical damage against race n
n:  0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bMagicAddRace,n,x; +x% magical damage against race n
n:  0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bSubRace,n,x; +x% damage reduction against race n
n:  0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bAddEle,n,x; +x% physical damage against element n
n:  0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bMagicAddEle,n,x;  +x% magical damage against element n
n:  0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bSubEle,n,x; x% Damage reduction against element n.
n:  0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n
Against players, n is their job id
bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n
Against players, n is their job id.
bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n
Against players, n is their job id.
bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
Against players, n is their job id.
bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n;
bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster.

If 'x' is negative value, then it's a part of formula

chance = -x*(killed_mob_level/10)+1
bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied).
If n < 0, the max zeny to gain is -n*monster level.
bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x.
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
If 'y' is negative value, then it's a part of formula
chance = -y*(killed_mob_level/10)+1
bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names)
Skill is casted on target unless it is a self or support (inf = 4/16) skill.
// bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored.
// those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored.
bonus bCritAtkRate,n; Increase critical damage by +n%
bonus bNoRegen,n; Stops regeneration for n
n: 1=HP, 2=SP
bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless)
bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless)
bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP
bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP
bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r
r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage
bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names)
bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names)
bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names)
bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
y: 0=Don't show damage 1=Show damage
bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on attacker (unless it is a self or support skill) when being hit by a
direct attack. (supports skill names)
Target must be within spell's range to go off.
bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either gain SP equivalent to x% of damage dealt,
OR drain the amount of sp from the enemy.
y: 0=gain sp  1:drain enemy sp
bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
i:
0=cast on self
1=cast on enemy, not on self
2=use random skill lv in [1..y]
3=1+2 (random lv on enemy)
bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
Target must be within spell's range to go off.
i:
0=cast on self
1=cast on enemy, not on self
2=use random skill lv in [1..y]
3=1+2 (random lv on enemy)
bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names)
t: Trigger criteria:
  BF_SHORT: Trigger on melee attack
  BF_LONG: Trigger on ranged attack
  ( 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)
  i:
  0=cast on self
  1=cast on enemy, not on self
  2=use random skill lv in [1..y]
  3=1+2 (random lv on enemy)
bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names)
Target must be within spell's range to go off.
t: Trigger criteria:
  BF_SHORT: Trigger on melee attack
  BF_LONG: Trigger on ranged attack
  ( 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)
  i: 1=cast on enemy, not on self
  2=use random skill lv in [1..y]
  3=1+2 (random lv on enemy)
bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%, you can also use direct item IDs instead of group values.
bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
bonus2 bSPGainRace,n,x; When killing a monster of race n by physical attack gain x amount of sp
bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt)
bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster (Check db/item_group_db.txt)
If 'x' is negative value, then it's a part of formula
chance = -x*(killed_mob_level/10)+1
bonus3 bAddEff,n,x,y; Adds a x/100 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc).
y is the trigger criteria:
ATF_SELF: Trigger effect on self.
ATF_TARGET: Trigger effect on target (default)
ATF_SHORT: Trigger on melee attacks
ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
bonus3 bAddEffWhenHit,n,x,y; x/100 chance to cause n state to the enemy when being hit by physical damage.
y is the trigger criteria:
ATF_SELF: Trigger effect on self.
ATF_TARGET: Trigger effect on target (default)
ATF_SHORT: Trigger on melee attacks
ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks)
bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt)
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
If 'y' is negative value, then it's a part of formula
chance = -y*(killed_mob_level/10)+1
bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster
bonus bAddStealRate,n; n/100% increase to Steal skill success chance
bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names)
bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP
(use negative numbers so the user loses SP)
bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
x:
0=you gain n SP, 1=you drain n SP from target
bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n;
bonus3 bAddEle,n,x,t; +x% physical damage against element n
n:  0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
t: Trigger criteria:
  BF_SHORT: Trigger on melee attack
  BF_LONG: Trigger on ranged attack
  ( 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)
  i: 1=cast on enemy, not on self
  2=use random skill lv in [1..y]
  3=1+2 (random lv on enemy)
bonus3 bSubEle,n,x,t; x% Damage reduction against element n.
n:  0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
t: Trigger criteria:
  BF_SHORT: Trigger on melee attack
  BF_LONG: Trigger on ranged attack
  ( 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)
  i: 1=cast on enemy, not on self
  2=use random skill lv in [1..y]
  3=1+2 (random lv on enemy)
bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
Supportive spells are casted on self, others on target of skill s.
bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names)
i: Flags (bitfield)
&1: Forces the skill to be casted on self, rather than on the target of skill s.
&2: Random skill level between 1 and l is chosen.
bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items.
bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless)
bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless)
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).
bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%.
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.
bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking.
x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack.
bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless).
bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack.
bonus bHPDrainValue,n; Heals +n HP with normal attack.
bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead.
bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped.
x: see doc/item_db.txt -> view -> weapons for possible values
bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped.
x: see doc/item_db.txt -> view -> weapons for possible values
bonus bDelayrate,n; Increases skill delay by n%.
bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack.
bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack.
bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names)
t: ATF_SELF   = causes status change to oneself
ATF_TARGET = causes status change to the enemy
bonus bNoMiscDamage,n; Adds n% reduction to received misc damage.
bonus bLongAtkRate,n; Increases damage of ranged attacks by n%.
bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless)
bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack.
bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack.
bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack.
bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack.
bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x.