# 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 } 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 { # [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 } 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 } astralsilver { # [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 } atlarus { # [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 } 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 { # [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 } bismuth { # [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 } 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 } 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 { # [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 } 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 { # [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 } 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 } 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 { # [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 } celenegil { # [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 } 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 } 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 { # [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 { # [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 { # [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 } 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 } 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 } 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 } 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 } epoxid { # [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 } epoxidfiberreinforced { # [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 } eximite { # [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 { # [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 } 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 } force { # [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 { # [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 } granitered { # [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 } graphene { # [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 } graphite { # [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 } 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 { # [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 { # [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 { # [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 } 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 } infinity { # [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 } 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 { # [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 } 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 { # [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 } 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 { # [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 } jasper { # [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 } kanthal { # [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 } 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 } lead { # [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 } 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 } 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 } 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 } 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 } 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 { # [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 } 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 { # [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 } nickel { # [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 } nickelzincferrite { # [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 } 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 } 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 } 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 { # [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 } 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 } 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 { # [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 } 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 { # [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 } plutonium241 { # [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 } polybenzimidazole { # [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 } polycaprolactam { # [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 } polyphenylenesulfide { # [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 } polystyrene { # [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 } polytetrafluoroethylene { # [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 } polyvinylchloride { # [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 { # [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 } 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 { # [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 } 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 { # [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 } 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 { # [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 } 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 } samariummagnetic { # [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 } 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 } silicone { # [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 } 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 } sterlingsilver { # [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 } 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 { # [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 } sunnarium { # [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 } 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 } 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 } 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 { # [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 } uranium235 { # [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 { # [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 }