Skill
Master skill database - damage, costs, range, requirements, effects for every skill
Single source of truth for every skill's base data: damage, mana/AG cost, range, cooldown, damage type, status effect, level and stat requirements. Sent to the client at login via Game Data Sync, replacing the need for client-side Skill_*.bmd files.
File Location
Data/Skill/Skill.txtLoaded at GameServer startup. /reload skill (or reload.skill in the Server Manager) reloads it without a restart, and re-adds the CustomSkills.xml rows on top. Skill data is also sent to the client at login: after /reload skill, run /reload plugins to rebuild that copy, then players relog.
Format
Tab or space-delimited, 34 columns per row. First lines are comments; each row is one skill entry. Terminated by end.
Columns
0
Index
Skill ID. Must match the skill enum shared with the client
1
Name
Display name, max 32 chars. Quote if it contains spaces
2
Damage
Base damage value. Multiplied by level/formula
3
Mana
Mana cost per use
4
BP
Ability Gauge cost per use
5
Range
Attack range in tiles (magic skills usually 6, melee 2-3)
6
Radio
AoE radius in tiles. 0 = single target
7
Delay
Cooldown in milliseconds
8
Type
Damage type / element. 0 = Ice, 1 = Poison, 2 = Lightning, 3 = Fire, 4 = Earth, 5 = Wind, 6 = Water, 255 = none. The token * in the file is parsed as 255
10
RequireLevel
Minimum character level to learn
11
RequireEnergy
Minimum energy stat to cast
12
RequireLeadership
Minimum command/leadership (Dark Lord)
13
RequireKillCount
Monster kills required to unlock
14
RequireGuildStatus
Required guild rank bitmask. 0x80 = Guild Master, 0x40 = Sub/Office Master, 0x20 = Battle Master. Values may be OR'd together. Server uses this for validation; client receives the expanded DutyClass flags during sync
15-21
RequireClass (DW, DK, FE, MG, DL, SU, RF)
One column per class, holding the minimum evolution tier that may use the skill. 0 = the class can never use it, 1 = base class and up, 2 = second class (Soul Master, Blade Knight, ...) and up, 3 = third class (Grand Master, Blade Master, ...). Column 15 is Dark Wizard, column 21 is Rage Fighter, matching the class order used elsewhere in the server
22
RequireStrength
Minimum strength stat to cast
23
RequireDexterity
Minimum dexterity stat to cast
24
MasteryType
Master skill tree category (1-6, 255 = none)
25
SkillUseType
How the skill is activated (0 = normal attack, 1 = buff, 2 = passive, etc.)
26
SkillBrand
Visual effect category identifier used by client effect selection
27
SkillRank
Skill tier within its mastery tree
28
MagicIcon
Client-side icon index shown on the skill bar
29
ItemSkill
Original client value: 1 for weapon/item skills, 0 otherwise. Not used by the game; item-granted skills are resolved in game logic
30
SkillFamily
Original client value (was called IsDamage): 1 weapon skill, 2 magic spell, 3 summoner book upgrade, 4 heal/buff spell or summoner book, 0 other. It is not a "deals damage" flag and is not used by the game
31
SkillCategory
Client TypeSkill. 0 = CommonAttack (damage/attack), 1 = Buff (self/party), 2 = DeBuff (enemy), 3 = FriendlySkill (ally-targeting, e.g. Heal)
32
ReqWeapon
Bitmask of equipment the skill requires. 0 = no requirement. See Equipment Requirements below
33
ReqAmmo
1 = the skill also needs matching ammo equipped with durability above 0 (arrows for a bow, bolts for a crossbow). 0 = none
Equipment Requirements
ReqWeapon (column 32) is a bitmask over item groups. A skill is only castable when one of the listed item groups is equipped; the check runs for manual casts, MuHelper and the offline helper alike, so bots can no longer fire skills their weapon does not support.
0
1
Sword (item group 0)
1
2
Axe (group 1)
2
4
Mace / Scepter (group 2)
3
8
Spear (group 3)
4
16
Bow / Crossbow (group 4; the arrow and bolt subtypes 7 and 15 are excluded)
5
32
Staff (group 5)
6
64
Shield (group 6)
7
128
Helm (group 7) - reserved, unused
8
256
Rage Fighter sword-form gloves (group 0, subtypes 32-35)
15
32768
Accept the item in either hand. Without this bit only the right hand (weapon slot 0) is checked
Common values:
0
No equipment requirement
most magic skills
1
Sword
Spiral Slash
8
Spear
Impale
32
Staff
Mana Rays
31
Any weapon except a staff
Death Stab
32784
32768 + 16 - bow or crossbow in either hand
all Elf shot skills
33024
32768 + 256 - gloves in either hand
Chain Drive
Stat Requirements
The Require* columns (10-14, 22-23) are enforced twice: when learning the skill, and again on every cast. All five stats (strength, dexterity, energy, vitality via level, and command) are checked - there is no separate formula gate.
Relationship to Other Skill Files
MasterSkillTree.txt - master skill prerequisites and tree-progression values per master level
SkillDamage.txt - optional per-skill damage overrides vs users and monsters
Skill.dat - global formula constants (ManaShield, Greater Defense, etc.) that layer on top of the base Damage from this file
SkillTweaks.xml - per-skill delay scaling, minimum-delay floor, and mounted-cast override, also synced to client alongside this file
CustomCombo.xml - primary and secondary skill lists for the cross-class combo system, referencing
Indexfrom this fileCharacter.dat - class/global damage rate multipliers applied on top of this file's
DamageSkillElect.hitin this folder is a binary client asset; do not edit on the server side
Common Issues
Skill shown but does no damage -
Damageis0, or the class'sRequireClasscolumn is0Skill won't learn -
RequireLevel/RequireEnergy/RequireLeadership/RequireKillCount/RequireStrength/RequireDexteritygate not metSkill was learned but stopped casting after a reset - the
Require*columns are re-checked on every cast. SetKeepSkillBelowLearnReq=1in Common.dat if resets should not disarm learned skillsSkill icon greyed out with a weapon equipped -
ReqWeapondoes not list that item group, or the weapon sits in the left hand and bit 15 (32768, either hand) is not setBow skill fails silently -
ReqAmmo=1and the equipped arrows or bolts are missing or at 0 durabilityRange feels off vs client - the client's view comes from the synced value of
Range; server value is authoritativeSkill cooldown too short / long -
Delaycolumn; combined with per-skill override in SkillTweaks.xmlEffect type wrong -
Typecolumn maps to elemental resistances via Monster.xml; wrong type bypasses the wrong resistanceChange not applying - clients already logged in keep the old skill data; reconnect or restart
Last updated