Resolved How do I bring these buffs back to the server?


бля такие вопросы это просто пиздец
 
You can not "bring back" something that it was not there in the first place :D
anyway, found these skills somewhere else and modified them for lucera.
here you go, you're welcome

XML:
    <skill id="1499" levels="1" name="Improve Combat">
        <table name="#Tab-rate">1.15</table> 
        <!--
            P. Atk. increase and P. Def. increase to have more advanced combat power increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1499"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="27"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="70"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/> 
        <set name="skillType" val="BUFF"/> 
        <set name="operateType" val="OP_ACTIVE"/> 
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="pDef" val="#Tab-rate"/>
            <mul order="0x30" stat="pAtk" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1500" levels="1" name="Improve Magic">
        <table name="#Tab-rate">1.75</table> 
        <table name="#Tab-rate2">1.3</table> 
        <!--
            M. Atk. increase and magic resistance increase to have more advanced magic ability increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1500"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="74"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/> 
        <set name="skillType" val="BUFF"/> 
        <set name="operateType" val="OP_ACTIVE"/> 
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="mDef" val="#Tab-rate2"/>
            <mul order="0x30" stat="mAtk" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1501" levels="1" name="Improve Condition">
        <table name="#Tab-rate">1.35</table> 
        <!--
            Max. HP increase and Max. MP increase to have more advanced mental and physical power. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1501"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="72"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/> 
        <set name="skillType" val="BUFF"/> 
        <set name="operateType" val="OP_ACTIVE"/> 
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="maxHp" val="#Tab-rate"/>
            <mul order="0x30" stat="maxMp" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1502" levels="1" name="Improve Critical Attack">
        <table name="#Tab-rCrit">30</table> 
        <table name="#Tab-cAtk">1.35</table> 
        <!--
            critical rate increase and critical power increase to have more advanced critical increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1502"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="74"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/> 
        <set name="skillType" val="BUFF"/> 
        <set name="operateType" val="OP_ACTIVE"/>   
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <add order="0x40" stat="rCrit" val="#Tab-rCrit"/>
                <mul order="0x30" stat="cAtk" val="#Tab-cAtk"/>
            </effect>
        </for>
    </skill>
    <skill id="1503" levels="1" name="Improve Shield Defense">
        <table name="#Tab-sDef">1.5</table>
        <table name="#Tab-rShld">1.3</table>
        <!--
            shield Def. rate increase and shield P. Def. increase to have more advanced shield ability increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1503"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="27"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="70"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/> 
        <set name="skillType" val="BUFF"/> 
        <set name="operateType" val="OP_ACTIVE"/> 
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <mul order="0x30" stat="sDef" val="#Tab-sDef"/>
                <mul order="0x30" stat="rShld" val="#Tab-rShld"/>
            </effect>
        </for>
    </skill>
    <skill id="1504" levels="1" name="Improve Movement">
        <table name="#Tab-runSpd">33</table> 
        <table name="#Tab-rEvas">4</table> 
        <!--
            Spd. increase and Evasion increase to have more advanced movement increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1504"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="72"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/> 
        <set name="skillType" val="BUFF"/> 
        <set name="operateType" val="OP_ACTIVE"/> 
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <add order="0x40" stat="runSpd" val="#Tab-runSpd"/>
                <add order="0x40" stat="rEvas" val="#Tab-rEvas"/>
            </effect>
        </for>
    </skill>
 
You can not "bring back" something that it was not there in the first place :D
anyway, found these skills somewhere else and modified them for lucera.
here you go, you're welcome

XML:
    <skill id="1499" levels="1" name="Improve Combat">
        <table name="#Tab-rate">1.15</table>
        <!--
            P. Atk. increase and P. Def. increase to have more advanced combat power increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1499"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="27"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="70"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="pDef" val="#Tab-rate"/>
            <mul order="0x30" stat="pAtk" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1500" levels="1" name="Improve Magic">
        <table name="#Tab-rate">1.75</table>
        <table name="#Tab-rate2">1.3</table>
        <!--
            M. Atk. increase and magic resistance increase to have more advanced magic ability increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1500"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="74"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="mDef" val="#Tab-rate2"/>
            <mul order="0x30" stat="mAtk" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1501" levels="1" name="Improve Condition">
        <table name="#Tab-rate">1.35</table>
        <!--
            Max. HP increase and Max. MP increase to have more advanced mental and physical power. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1501"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="72"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="maxHp" val="#Tab-rate"/>
            <mul order="0x30" stat="maxMp" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1502" levels="1" name="Improve Critical Attack">
        <table name="#Tab-rCrit">30</table>
        <table name="#Tab-cAtk">1.35</table>
        <!--
            critical rate increase and critical power increase to have more advanced critical increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1502"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="74"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/> 
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <add order="0x40" stat="rCrit" val="#Tab-rCrit"/>
                <mul order="0x30" stat="cAtk" val="#Tab-cAtk"/>
            </effect>
        </for>
    </skill>
    <skill id="1503" levels="1" name="Improve Shield Defense">
        <table name="#Tab-sDef">1.5</table>
        <table name="#Tab-rShld">1.3</table>
        <!--
            shield Def. rate increase and shield P. Def. increase to have more advanced shield ability increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1503"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="27"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="70"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <mul order="0x30" stat="sDef" val="#Tab-sDef"/>
                <mul order="0x30" stat="rShld" val="#Tab-rShld"/>
            </effect>
        </for>
    </skill>
    <skill id="1504" levels="1" name="Improve Movement">
        <table name="#Tab-runSpd">33</table>
        <table name="#Tab-rEvas">4</table>
        <!--
            Spd. increase and Evasion increase to have more advanced movement increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1504"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="72"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <add order="0x40" stat="runSpd" val="#Tab-runSpd"/>
                <add order="0x40" stat="rEvas" val="#Tab-rEvas"/>
            </effect>
        </for>
    </skill>

You can not "bring back" something that it was not there in the first place :D
anyway, found these skills somewhere else and modified them for lucera.
here you go, you're welcome

XML:
    <skill id="1499" levels="1" name="Improve Combat">
        <table name="#Tab-rate">1.15</table>
        <!--
            P. Atk. increase and P. Def. increase to have more advanced combat power increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1499"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="27"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="70"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="pDef" val="#Tab-rate"/>
            <mul order="0x30" stat="pAtk" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1500" levels="1" name="Improve Magic">
        <table name="#Tab-rate">1.75</table>
        <table name="#Tab-rate2">1.3</table>
        <!--
            M. Atk. increase and magic resistance increase to have more advanced magic ability increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1500"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="74"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="mDef" val="#Tab-rate2"/>
            <mul order="0x30" stat="mAtk" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1501" levels="1" name="Improve Condition">
        <table name="#Tab-rate">1.35</table>
        <!--
            Max. HP increase and Max. MP increase to have more advanced mental and physical power. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1501"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="72"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
        <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
            <mul order="0x30" stat="maxHp" val="#Tab-rate"/>
            <mul order="0x30" stat="maxMp" val="#Tab-rate"/>
        </effect>
        </for>
    </skill>
    <skill id="1502" levels="1" name="Improve Critical Attack">
        <table name="#Tab-rCrit">30</table>
        <table name="#Tab-cAtk">1.35</table>
        <!--
            critical rate increase and critical power increase to have more advanced critical increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1502"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="74"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>  
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <add order="0x40" stat="rCrit" val="#Tab-rCrit"/>
                <mul order="0x30" stat="cAtk" val="#Tab-cAtk"/>
            </effect>
        </for>
    </skill>
    <skill id="1503" levels="1" name="Improve Shield Defense">
        <table name="#Tab-sDef">1.5</table>
        <table name="#Tab-rShld">1.3</table>
        <!--
            shield Def. rate increase and shield P. Def. increase to have more advanced shield ability increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1503"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="27"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="70"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <mul order="0x30" stat="sDef" val="#Tab-sDef"/>
                <mul order="0x30" stat="rShld" val="#Tab-rShld"/>
            </effect>
        </for>
    </skill>
    <skill id="1504" levels="1" name="Improve Movement">
        <table name="#Tab-runSpd">33</table>
        <table name="#Tab-rEvas">4</table>
        <!--
            Spd. increase and Evasion increase to have more advanced movement increase effect. Effect 1.
        -->
        <set name="effectPoint" value="679"/>
        <set name="icon" value="icon.skill1504"/>
        <set name="reuseDelay" value="2000"/>
        <set name="castRange" value="400"/>
        <set name="hitTime" value="1500"/>
        <set name="mp_consume" value="28"/>
        <set name="abnormal_time" value="2400"/>
        <set name="magicLevel" value="72"/>
        <set name="magicType" value="MAGIC"/>
        <set name="hitCancelTime" value="500"/>
        <set name="target" val="TARGET_ONE"/>
        <set name="skillType" val="BUFF"/>
        <set name="operateType" val="OP_ACTIVE"/>
        <for>
            <effect count="1" name="Buff" stackOrder="1" stackType="ImprovedBuff" time="#abnormal_time" val="0">
                <add order="0x40" stat="runSpd" val="#Tab-runSpd"/>
                <add order="0x40" stat="rEvas" val="#Tab-rEvas"/>
            </effect>
        </for>
    </skill>
Thank you geoniz, if I were very rich I would put you as an heir in my will
 
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