Files
Gregtech-New-Bastards/.minecraft/config/SuperTiC/effects.cfg
2025-08-23 05:19:43 +02:00

3519 lines
73 KiB
INI

# 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
}