# Configuration file adamantium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } adamantiumalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ademicsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } aeonsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } alduorite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } aluminium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } alumite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } amber { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } amethyst { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } angmallen { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } ardite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } artherium-sn { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } astralsilver { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } atlarus { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } atomicseparationcatalyst { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } avaritia_infinitymetal { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } avaritia_neutronium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } bartimaeusnek { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } bedrockium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } beryllium { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } bismuth { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } bismuthbronze { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } bismutite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } blackbronze { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } blackplutonium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } blacksteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } blaze { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } blueslime { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } bluesteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } bluetopaz { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } bone { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } brass { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } bronze { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } cactus { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } californium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } callistoice { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } carbon { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } carmot { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } celenegil { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } certusquartz { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ceruclase { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } chrome { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } chromo-alumino-povondraite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } chrysotile { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } cobalt { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } cobaltbrass { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } conductiveiron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } copper { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } cosmicneutronium { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } crystallinealloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } cubiczirconia { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } cupronickel { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } dalisenite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } damascussteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } darkiron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } darksteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } deepiron { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } desh { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } diamond { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } dogbearium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } draconium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } draconiumawakened { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } duralumin { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } duranium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } electricalsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } electrum { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } electrumflux { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } elvenelementium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } emerald { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } enderium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } enderiumbase { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } endsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } energeticalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } energeticsilver { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } enhancedgalgadorian { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } enrichednaquadahalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } epoxid { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } epoxidfiberreinforced { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } eximite { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } extremelyunstablenaquadah { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } fayalite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } fierysteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } firestone { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } flint { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } fluor-buergerite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } fluorspar { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } force { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } forsterite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } gaiaspirit { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } galgadorian { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } garnetred { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } garnetyellow { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } gold { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } graniteblack { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } granitered { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } graphene { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } graphite { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } greensapphire { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } haderoth { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } hedenbergite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } heeendium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } hepatizon { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } highdurabilitycompoundsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } hikarium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } hsla { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } hsse { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } hssg { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } hsss { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ichorium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } incoloy-903 { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infinity { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } infinitycatalyst { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infuscolium { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } infusedair { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infusedearth { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infusedentropy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infusedfire { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infusedgold { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infusedorder { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } infusedwater { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } inolashite { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } invar { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } iridium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } iron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ironmagnetic { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ironwood { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } jade { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } jasper { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } kanthal { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } knightmetal { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } lanthanumhexaboride { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } lead { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } ledox { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } lithiumchloride { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } lumiium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } magicwood { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } magnalium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } magnetoresonatic { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } manasteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } manganese { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } manyullyn { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } mar-ce-m200steel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } mar-m200steel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } melodicalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } metastableoganesson { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } meteoriciron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } meteoricsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } molybdenum { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } mu-metal { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } mysteriouscrystal { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } mytryl { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } naquadah { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } naquadahalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } naquadahenriched { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } naquadria { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } neodymium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } neodymiummagnetic { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } netherquartz { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } netherrack { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } netherstar { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } neutronium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } nichrome { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } nickel { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } nickelzincferrite { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } obsidian { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } olenite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } olivine { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } opal { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } orichalcum { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } oriharukon { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } orundum { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } osmiridium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } osmium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } oureclase { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } palladium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } paper { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } permalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } pigiron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } plastic { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } platinum { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } plutonium { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } plutonium241 { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } polybenzimidazole { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } polycaprolactam { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } polyphenylenesulfide { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } polystyrene { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } polytetrafluoroethylene { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } polyvinylchloride { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } prasiolite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } preciousmetalsalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } prometheum { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } pulsatingiron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } quantium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } queensgold { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } realgar { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } redsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } redstonealloy { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } redzircon { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } reinforced { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } rhodium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } rhodium-platedpalladium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } rosegold { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } rubracium { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } ruby { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ruridit { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ruthenium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } samariummagnetic { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } sapphire { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } shadow { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } shadowiron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } shadowsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } shirabon { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } signalium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } silicone { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } silver { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } slime { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } soularium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } stainlesssteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } steel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } steeleaf { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } steelmagnetic { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } stellaralloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } sterlingsilver { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } stone { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } styrenebutadienerubber { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } sunnarium { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } tairitsu { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tanmolyiumbeta-c { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tantalumhafniumcarbide { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tanzanite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } terrasteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } thaumium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } thorium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } thorium232 { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tiberium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tinalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } titanium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } topaz { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tpvalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } trinium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tritanium { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tungsten { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tungstencarbide { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } tungstensteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } ultimet { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } unstableingot { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } uranium { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } uranium235 { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } vanadio-oxy-dravite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } vanadiumsteel { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } vibrantalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } vinteum { I:Amplifier=1 I:Duration=200 I:Effect=0 I:Probability=1 } vividalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } void { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } vulcanite { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } vyroxeres { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } wood { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } wroughtiron { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } zircaloy-2 { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } zircaloy-4 { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 } zn-thalloy { # [range: 1 ~ 2147483647, default: 1] I:Amplifier=1 # [range: 1 ~ 2147483647, default: 200] I:Duration=200 # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0] I:Effect=0 # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1] I:Probability=1 }