# Configuration file

adamantium {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


aeonsteel {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


alduorite {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


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
}


avaritia_infinitymetal {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


avaritia_neutronium {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


bedrockium {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


constructionfoam {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


diamericiumtitanium {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


enrichedmysteriouscrystal {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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
}


europiumoxide {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to player) [range: -255 ~ 255, default: 0]
    I:Effect=0

    # Chance effect gets applied 1 in X [range: 1 ~ 2147483647, default: 1]
    I:Probability=1
}


europiumoxidemagnetic {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


fierysteel {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


force {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


galgadorian {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


heeendium {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


hepatizon {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


infusedair {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


infusedearth {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


infusedentropy {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


infusedfire {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


infusedgold {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


infusedorder {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


infusedwater {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


marble {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


meteoricsteel {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


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 {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    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
}


phoenixite {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


rubber {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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
}


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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


shadowiron {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


shadowsteel {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


sluicesand {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


sluicesandmagnetic {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    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 {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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 {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


void {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


vulcanite {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    I:Probability=1
}


vyroxeres {
    I:Amplifier=1
    I:Duration=200
    I:Effect=0
    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
}


woodsealed {
    #  [range: 1 ~ 2147483647, default: 1]
    I:Amplifier=1

    #  [range: 1 ~ 2147483647, default: 200]
    I:Duration=200

    # Effect id (if negative gets applied to 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
}


