Effect.xml
Defines buff and debuff effects with their properties, durations, and stat modifiers
Defines all buff and debuff effects in the game, including potions, scrolls, seals, skill effects, and debuffs. Each effect specifies its index, group, duration behavior, persistence, and associated stat values.
File Location
Data/Effect.xml
Dependencies
Effects linked to specific ItemIndex values
Skills
Many effects are applied by skill usage
Referenced by:
Monster - monster abilities that apply debuff effects
Event - event rewards and state effects (Crywolf, Castle Siege, seasonal buffs)
Configuration Structure
Effect Element
Each <Effect> element defines a single buff or debuff effect.
Index
int
Unique effect identifier (1-204 in shipping data). Server storage supports up to 256. Referenced by skills, items, and game mechanics.
Group
int
Effect group number. Only one effect per group can be active at a time. Same group effects replace each other.
ItemIndex
int/*
Item that grants this effect (e.g., 6699 for Seal of Ascension). Use * if not item-based.
Name
string
Buff name shown to the player - the title line of the buff tooltip, and the label used in quest reward lists. Max 31 characters (longer names are cut).
Save
0/1
Whether effect persists after logout. 1 = save to database, 0 = clear on disconnect.
Type
int
Effect timing mode. 0 = regular countdown (counts down in seconds, can be cleansed), 1 = special countdown (counts down in seconds, cannot be cleansed), 2 = persistent countdown (counts down in seconds, cannot be cleansed, saves as Unix timestamp).
Flag
0/1
Debuff flag. 0 = buff (beneficial), 1 = debuff (removable by cleanse effects).
Count
int/*
Effect duration in seconds. For Type 0/1: counts down each second. For Type 2: added to the current Unix time at activation to set the absolute expiration timestamp; the per-second counter still decrements alongside it. Use * for skill-provided duration.
Value1
int/*
Effect-specific value 1. Meaning varies by effect (damage bonus, stat modifier, etc.). Use * for skill-provided value.
Value2
int/*
Effect-specific value 2. Often used for secondary bonuses or timing parameters. Use * if unused.
Value3
int/*
Effect-specific value 3. Used by complex effects with multiple parameters. Use * if unused.
Value4
int/*
Effect-specific value 4. Used by complex effects with multiple parameters. Use * if unused.
Cancelable
0/1
Optional. 1 = the player can manually cancel this effect by right-clicking its buff icon. 0 (default, also used when the attribute is absent) = cannot be manually canceled.
Description
string
Buff tooltip body shown to the player when they hover the buff icon. Up to 127 characters. Supports the %v1-%v4 value placeholders (see below).
Description placeholders
Inside Description only, these tokens are replaced when the tooltip is drawn:
%v1
This effect's Value1
%v2
This effect's Value2
%v3
This effect's Value3
%v4
This effect's Value4
Numbers are thousands-grouped with commas. A token whose matching Value is * shows the runtime value supplied by the skill or item that applied the effect, so the tooltip reflects what the player actually got. An unrecognised token is printed verbatim.
These placeholders are unrelated to the server-side %d / %s substitutions in Message.xml, and they are not available in GameStrings.xml.
Important Behavior
Effect Value Meanings
The Value1-4 attributes have different meanings depending on the effect:
Damage/Defense Buffs: Value1 = amount to add (e.g., +30 damage)
Percentage Buffs: Value1 = percentage boost (e.g., 50 = +50% experience)
Stat Elixirs: Value1 = stat points to add temporarily
DoT (Poison) Effects:
Value1 = attacker object index (who applied the effect)
Value2 = tick interval in seconds (damage applied every N seconds)
Value3 = damage percentage of victim's current HP (e.g., 5 = 5% of current HP per tick)
Value4 = damage cap (max damage per tick, 0 = no cap)
Multi-Stat Buffs: Value1 = primary stat, Value2 = secondary stat, etc.
Examples
Breakdown:
Type="2"withCount="1800"= duration of 1800 seconds (30 minutes). The server stamps an absolute expiration 1800 seconds from activation.Save="1"= persists through logout (expiration timestamp saved to database)Value1="50"= +50% experience rateValue2-4="*"= unused for this effect
Breakdown:
Flag="1"= debuff (can be cleansed)Save="0"= cleared on logoutAll values
*= provided by the skill that applies poisonType="0"= countdown timer in seconds
Breakdown:
Group 3 = Elf Buffer category
Values provided by Elf's buff skill
Value1= damage bonus,Value2= defense bonus
Breakdown:
Group="26"= All stat elixirs share this group (only one active)Value1="50"= +50 temporary Strength points
Common Effect Categories
Experience Boosters (Groups 60-61)
Seal of Ascension (Group 60): +50-100% experience
Seal of Wealth (Group 61): Experience + item drop rate
Stat Elixirs (Group 26)
All 5 stat elixirs (STR/AGI/VIT/ENE/CMD) share Group 26
Only one can be active at a time
Combat Buffs (Groups 1-10)
Greater Damage (Group 1)
Greater Defense (Group 2)
Greater Critical Damage (Group 5)
Greater Life (Group 8)
Greater Mana (Group 9)
Debuffs (Flag=1)
Poison (Group 27)
Ice (Group 28)
Ice Arrow (Group 29 - immobilize)
Fire Slash (Group 30 - defense debuff)
Stern (Group 33 - stun)
Order of Restraint (Group 37 - immobilize)
Sleep/Blind (Group 40 - shared, both debuffs)
Neil (Group 41 - DoT)
Sahamutt (Group 42 - DoT)
Lesser Damage (Group 43)
Lesser Defense (Group 44)
Sword Slash (Group 46)
Lightning Storm (Group 47)
Red Storm (Group 48)
Frozen Stab (Group 49 - slow)
Guild/Castle States (Groups 13-17, 20)
Castle Gate State (Group 13) - also used by Seal of Life/Mana
Guild States 1-4 (Group 14 - shared by states 1-4)
Invisibility (Group 15)
Guild State 5 (Group 16)
Guild State 6 (Group 17)
Castle Crown State (Group 20)
Event States (Groups 18-19, 22-23, 38)
Crywolf States 1-6 (Group 18 - shared)
Crywolf State 7 (Group 19)
Crywolf States 8-12 (Group 38 - shared)
Order Effects (Group 22 - Speed/Sublimation/Protection shared)
Seasonal Events (Group 23 - Halloween/Cherry Blossom/Christmas shared)
Common Issues
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